Baikal
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« Reply #225 on: July 19, 2019, 11:23:49 AM +0100 » |
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anywhere that its raining! I want to see how MP kills(or not) the fps in the rain Your fps will not killed in ACC rain. UE working here
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______________ Pink Floyd. It's forever.
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MaxVeloce
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« Reply #226 on: July 19, 2019, 11:40:01 AM +0100 » |
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Your fps will not killed in ACC rain. UE working here You say that, but I think I'd like to test it for myself Some people claim VR works well, yet its a complete disaster for me...
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Bob
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« Reply #228 on: July 19, 2019, 11:57:49 AM +0100 » |
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On my 24inch monitor I get 140 plus f.p.s, in VR under 35. The game is not usable in VR and until it is I will not use it. They shot themselves in the foot with all the hype about Unreal4. Its a complete disaster, and they know it! Look on Steam the numbers using it that says a lot.
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« Last Edit: July 19, 2019, 12:00:29 PM +0100 by Bob »
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Baikal
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« Reply #229 on: July 19, 2019, 12:08:40 PM +0100 » |
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2 Max and Bob, i am talked about rain\ dry weather fps. In UE , the picture is rendering in the same way so we will have same fps here. I have 100 in both wet\dry In VR, sure, if you had bad 35 fps in dry- it will be 35 bad fps in wet too It's a different problems
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« Last Edit: July 19, 2019, 12:12:17 PM +0100 by Baikal »
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Mark J
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« Reply #230 on: July 19, 2019, 12:14:47 PM +0100 » |
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a wet early evening in Germany it is then full wet or showers?
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MaxVeloce
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« Reply #231 on: July 19, 2019, 12:17:47 PM +0100 » |
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the wetter the better
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Jeffrey
Director, AC
SimRacing.org.uk Staff
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« Reply #232 on: July 19, 2019, 02:35:27 PM +0100 » |
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the wetter the better Oh god that avatar . You should be saying that no matter the conditions, another team will be better.
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Mark J
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« Reply #233 on: July 19, 2019, 03:08:20 PM +0100 » |
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those sandbags will come in handy in a wet race
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nfsw55
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« Reply #234 on: July 19, 2019, 04:23:46 PM +0100 » |
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a wet early evening in Germany it is then full wet or showers?
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nfsw55
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« Reply #235 on: July 24, 2019, 09:50:40 PM +0100 » |
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Here is the current development version of the next server. Until now, we could keep compability to 1.0.6, so in theory you can just run it, though I'd ask you to not simply update public servers with it and forget about it.
Sadly at least half of the fixes require both client and server on 1.0.7, but those work stand-alone and may be useful for leagues:
Code:
- Fixed an issue with the long formation lap. - Added server health diagonistics, usable in the UI for further client updates and as admin command. - Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties. - Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets. - The leaderboard part in the json outputs now contains all drivers including disconnected entries. - Fixed total race time having an offset in result jsons. - Fixed playerIds not filled in the json results when defined by entry list. - Fixed cupCategory not applied in any combination of settings (when using a custom car file).
Bad news: please also take note that 1.0.7 will not support the pitstop rules we gave a preview for, as there are too many changes and improvements made on the SP side; so we will try to offer everything 1:1 with the next release.
I'm not sure if I manage to update the handbook to cover the json dump before I have to leave for the Spa 24h, but it should be quite self-explanatory. There's just a wrapper around the leaderboard you already know, and the corresponding bugfixes. If you have questions about the format, feel free to ask here. https://www.assettocorsa.net/forum/index.php?threads/for-server-league-admins-1-0-7-preview-1.59403/
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spanner
Director, AC
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Team Prodigy - UKGTR/UKAC
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« Reply #236 on: August 17, 2019, 07:06:01 PM +0100 » |
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I'm really struggling to get into ACC, are there any good FFB setup guides? I'm running a T300.
Is there any standout car/ track combos that i should drive that help me with the tyre behavior?
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Simon Gymer
Former Moderators
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« Reply #237 on: August 17, 2019, 07:54:57 PM +0100 » |
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The Mercedes amg is good for feedback. The Nissan is awful as is the Honda for feedback as they are numb.
I’ll send you my settings when I get a chance as I have the same wheel. I still haven’t found settings that feel as good as AC though.
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Simon Gymer
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« Reply #238 on: August 18, 2019, 09:32:24 PM +0100 » |
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1.0.7 is out with a very big change log... v1.0.7 changelog
GENERAL: - CPU optimization on the game thread resulting in less CPU usage with AI. - Added all cars' locations to shared memory. - Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages. - Added initial TrackIR plugin implementation. NOTE: a specific profile is required to be set up, please follow our forums for more information: https://www.assettocorsa.net/forum/index.php?threads/trackir-how-to.59489/#post-1079785 - Texture memory optimization.
GAMEPLAY: - Mid-session saving is re-enabled. NOTE: 1.0.7 adds a new version of saved games and will make any saved games from earlier releases obsolete. The feature will require saving in the most recent game version to function currently. - Added ability to save multiple games and load then individually. NOTE: Championship and Career can still only have a single saved instance. - Now save games correctly handle car damage. - Fixed bug with brake ducts and brake temperatures in saved games. - Fixed a bug with loading incorrect brake bias and other setup values in saved games. NOTE: it will only work with new saved games. - Fixed a bug where restarting the engine was not possible in certain cameras. - Fixed a bug with championship status when starting a new championship with another season in progress. - Fixed wrong blue flag when only one car remains on the track. - Reworked driver stint logic in Endurance game modes. - Added driving time limit per driver in Endurance game modes. - Added driver stint requirements per different Endurance modes as per real-life regulations. - Improved AI strategy in stint-based game modes. - Fixed rare bug with engine failure when saving a game on gear change. - Fixed 24H total driver stint time.
AUDIO: - Disabled possibility to trigger the Helicam audio during intro sequence. - Stop&Go penalty engineer audio message.
CONTROLLERS: - Mouse steering overhaul. - Steering linearity added to controller settings. - Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right). - Fixed clutch limit bug when using maximum deadzone.
UI/HUD: - Added Save Game window in the main menu to load saved games. - Fixed chat window auto pop-in bug when receiving messages. - Electronics and pitstop MFD page made more compact. - HUD and car dash delta relinked to same source. - Adjusted button alignment in the Replay menu. - Fixed a bug where saving a setup with "/" in the file name would create a new folder. - Fixed a bug where controller input was lost on the leaderboard page of the career and championship. - Car previews now reliably load high-res textures in preview screens. - Small car previews now reliably load on the Special Event pages. - Added replay leaderboard and 'Toggle HUD' button in the replay HUD. - Removed redundant "Driver" button on Player page. - Updated UI background images and logos. - Championship end-page logic review. - Restyling of the championship and career pages. - Added option to scale race HUD widgets. NOTE: in this implementation it allows the player to resize the elements of the race HUD overall. - Added "Continue" button for championship weather page. - Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again). - Replay HUD now allows camera cycling during free camera. - Disabled ideal line during replay. - More reliable 'stop the engine' message during pitstops. - Improved lapped information for realtime leaderboard when the cars are on the same lap. - Improved filter for gap information in the realtime leaderboard. - Added driver stint and remaining driving time information in the pit strategy page of the MFD. - MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page. NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop. NOTE: maximum driving time is the key information to follow in endurance races. - Added pit limiter popup display when entering the pit entry zone. - Added helicam and onboard cameras to the broadcasting app. - Added option to toggle Server Stats widget in HUD settings. - Minor restyle of the Special Events pages. - Fixed excessive memory footprint of loading screen images in certain scenarios. - Minor restyle of the Tyre widget. - Weather Forecast widget visibility tied to Tyre widget.
GRAPHICS: - LOD adjustments on various models. - Wheel rim material adjustments for various cars. - Update to Black Falcon team liveries. - Potential fix for the random open-close car door animations during gameplay. - Fix for brake lights of hidden cars visible when limited opponents visibility is used. - Fixed missing front indicators on the Porsche 991 GT3 R. - Fixed indicator bug on the Lamborghini Huracán ST. - Minor model updates on the Audi R8 LMS. - Fixed Porsche Cup not interacting with collidable objects. - Fixed bug with driver visibility in the Porsche Cup. - Some optimization on scene polycount by adding missing automatic LOD stages of wheel rims on certain cars. - Fixed wrong visual representation of wet surfaces introduced in 1.0.6.
PHYSICS: - New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion. Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption. - Tyre model improvements to better handle high load peak situations and high rolling resistance peaks. - Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns. - Tweaks to tyre model rolling resistance model. (Fixed and speed-sensitive RR variations). - New Traction Control operation. TC now simulates a two-step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before. This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut. - New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars. As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allowing him to use the power at will. NOTE: please follow our forums to find more information about the tyre model update: https://www.assettocorsa.net/forum/...oducing-the-5-point-tyre-model-for-acc.59307/ - Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc). - Car collider tweaks for various models. - Tweaks for all circuits asphalt abrasivity and tyre wear influence. - Tyre wear tweaks - Fixed tyre core temps not properly saved and loaded. - Fixed incorrect tyre wear when restarting race after loading a saved game. - Tweaks to weather temperatures and sun phase. - Tweaks to water dissipation rates. - Variability is adjusted so medium values give more medium weather change rates. - Fixed a setup bug with wet/dry setups on session changes. - Fixed bugs related to setup naming. - Fixed a bug with speed limiter status in neutral gear.
MULTIPLAYER & RATINGS: - Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap. - Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap). - "Speed up to 50kph" message will not trigger when starting in the pitlane. - Pit menu selections now are more adaptive, also removing the "Setup" button as spectator. - Improved race weekend simulation to deliver more gradual grip differences for friday, saturday and sunday. - Entering an empty server as spectator will now properly start with the pitlane camera. - Slightly increased the ping limit for CP servers. - Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap. - Added server health diagnostics, usable in the UI for further client updates and as admin command. - Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers. Can be enabled via HUD options. - Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties. - Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets. - Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather. - Adjusted the weather randomness to be closer to the Singleplayer "Variation". Value range now can be used in a better way, where 1 - 5 should result in plausible weather. - Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not). - Added "dumpEntryList" flag, usable on non-public servers. It will save all connected cars and drivers to a entrylist.json when a Q session is finished. - Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server). - Fixed total race time having an offset in result jsons. - Fixed playerIds not filled in the json results when defined by entry list. - Fixed car category not being configurable in every scenario (using the entry list). - Collisions during the race wait time won't affect the SA rating. - Removed randomization from wrong tyre warnings. - Server performance and timing improved (massively). - Server logfile is now readable while the server is running. - Updated server admin handbook version 3.
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Simon Gymer
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« Reply #239 on: August 18, 2019, 09:55:15 PM +0100 » |
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I'm really struggling to get into ACC, are there any good FFB setup guides? I'm running a T300.
These are my T300 GTE settings, that now feel pretty good. Try them with the 911 R at Silverstone. In the TM control panel: 100% 100% 100% 0% 100% By Game 900 degrees In ACC settings: 75% 0% 85% 25% 900 degrees
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Intel I7-4790K @ 4.0Ghz MSI NVidia 2080 Ti Gaming X TRIO 16GB DDR3 2400Mhz 3x 1920x1080 27" monitors Thrustmaster T300GTE Wheel + T3PA Pro Pedals
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