2016-10-25

Respecting what is now a very long tradition at Kunos Simulazioni, we are glad to introduce as part of our latest DLC a significant update to the overall build of Assetto Corsa. Reaching version 1.9, we welcome another piece of free bonus content, the brand new and recently unveiled Porsche Panamera G2 Turbo, the latest luxury saloon model manufactured by Porsche. As you can see it in the complete changelog below, the update continues the process of bringing general improvements to the core game in all areas, incorporating the precious feedback and suggestions of a community that is becoming larger day after day. One of the most relevant upgrades of this build involves the audio environment, taking advantage of the updating of FMod libraries:

the development team has reworked FMod interaction within the game, optimizing memory and CPU usage and improving the entire sfx engine, resulting in a much better sound environment and immersion.

If you wish to learn more about it, please visit the following URL: http://www.assettocorsa.net/forum/index.php?threads/fmod-official-project-v1-9.37827/





In addition to the plethora of audio updates, other improvements extend to introducing the official Sparco licence with brand new driver suit and glove textures and a reworked texture assignment system, race ending, live Time Table leaderboard in the pits and other additions to the Lap Time board, splits and Anti-Wrecker protection in Multiplayer mode, updating all GT3 cars to tyre model 10, AI improvements and numerous other improvements across the entire game engine, including graphics as well as physics.

Assetto Corsa 1.9 welcomes the first of the three free bonus Porsche cars that will be released within 2016, introducing the Porsche Panamera Turbo, a car that with Porsche test and development driver Lars Kern at the wheel completed a lap around the 20.832-kilometre long Nürburgring Nordschleife in only seven minutes and 39 seconds. The new Porsche Panamera reconciles two contrasting characteristics more than ever before: the performance of a genuine sports car and the comfort of a luxury saloon. It is a Gran Turismo that has been rethought and realigned. The second generation of the Panamera is advancing to become a performance icon of the luxury class.

We are also glad to announce that the historic version of the Silverstone circuit is finally available as free bonus content for all Assetto Corsa users, a remarkable addition that will please all fans of historic content already available in Assetto Corsa. The classic Silverstone is a circuit that perfectly matches some of the new legendary Porsche cars included in the Porsche Pack Vol.1. The 1967 version of the track was used between 1952 and 1974, with the overall layout kept largely unaltered for nearly 38 years. This piece of motorsport history hosted fierce competition between racing heroes such as Graham Hill, Jack Brabham, Jim Clark, Jackie Stewart and Jackie Ickx.

Assetto Corsa 1.9 will be available on PC Steam on October 25th, and on PS4 and XBox One in November. Please read the changelog to learn more about the overall list of updates.

– New Porsche Panamera G2 Turbo

– Added session time/laps on the top of the screen (laps are the leader ones)

– Now race is over when the car completes its lap and the leader has finished his last one

– Added dynamic ARB

– Fixed possible collision still active on race restart

– Added ERS recharge digital display

– Improved precision on all digital LEDs

– GT3 cars use tire model v10.

– Fixed TC sound distortion when triggered for the first time

– New camber grip variation formula (Thank You Nao!)

– Simplified DirectX 11 initialization

– Added official “Sparco” license to Assetto Corsa

– Added Ballast system through Ballast App (single player only)

– Added new F9 vertical layouts

– Added new driver + crew texture system

– Added new personal driver texture

– Fixed virtual mirrors rendered when not necessary

– Fixed KERS and ERS able to rev in neutral and reverse gear and overrev the engine

– Improved FFB App UI, so label is readable by VR users

– Added multiplayer splits

– Added Time Table leaderboard mode: this includes realtime splits and delta

– Added Fmod optimizations

– Added Anti-Wrecker protection

– Fixed AI “flapping” DRS in traffic

– Improved autoshifter

– Improved laptimes board by adding splits and tyre compound

– Fixed backfire animation freezing after session change

– Fixed leaderboard history in multiplayer

– Added voting spam protection

– Horizon locked view removed from Bumper camera

– Delta App reviewed

– Fixed possible flickering in case of engine stall

– Added backfire animation to Zonda R

– Python new functions and members

– getCarTyreCompound(carid)

– Tyre blister and grain are now tied to the “Wear” settings and not “Damage”. Wear=0 will turn off graining and blistering simulation

– Fmod updated to 1.08.12

– Updated SDK for modders

– Removed reverb snapshot in the Fmod project

– General audio engine code cleaning and bug fixing

– Vastly improved Fmod resource usage

– Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks

– Fixed listener priority for cars in pits. They don’t steal the priority anymore

– Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement

– Overall volume balance

– 7.1 surround should now work as expected (on all platforms)

– Fixed audio initialization pop when the session starts

– Stereo imaging now works as expected

– Fixed ambience sound affected by reverb zones

– Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine

– Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)

– Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)

– Reworked surfaces audio curves

– Reworked skids logic

– Fixed skids positional sound

– New exterior skids sound

– Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)

– Reworked code management for traction control and limiter events

– Tweaked wind and limiter sound emitter position in dashboard camera

– Audio compressor on engine_ext event now works as expected when many cars are involved

– Surfaces, crashes and skids are now properly audible in chase and track cameras

– Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)

– Fixed load/coast smooth for AIs and multiplayer

– Fixed transmission smooth and pitch for multiplayer opponents

– Engine volume setting is now related to the player/focused car

– When driving, some opponent events are now audible (e.g. skids, surfaces and gear shifts if available)

– Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit “digital clicks”

– Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc…

– New dirt sound effects

– New brake squeal for some “old” cars

– Added audio fade when track camera changes

– Added [VERSION] section in audio.ini

– Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI

– Slightly modified gear grind sound

– Fixed wrong listener position for track and car cameras in some situations

– Added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang

– Added templates for Porsche Vol. 1 cars

– Fixed excessive brake light brightness on Ford Mustang

– Minor graphics fixes on Triple Pack cars

– [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]

– [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]

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