Shop Mobile More Submit  Join Login
Group Info Group Founded 2 Years ago Statistics 10 Members
2,286 Pageviews12 Watchers


ASSETTO CORSA | AYRTON SENNA | WALLPAPER :iconermejowelab:ErMejoWelab 2 2 Assetto Corsa - Ferrari F2002 - Spa-Francorchamps :iconmaxoulepilote:MaxouLepilote 0 0 Silver Stripe Red by LeandroJVarini :iconleandrojvarini:LeandroJVarini 0 2 Screenshot ks alfa romeo 155 v6 ks nordschleife 12 :iconmtbboyvt:mtbboyvt 0 0 240sx Drift :iconghostevent:Ghostevent 0 9 Ferrari Laferrari vs F40 :iconghostevent:Ghostevent 3 3 240sx Drift :iconghostevent:Ghostevent 1 6 Honda S2000 Drift :iconghostevent:Ghostevent 0 0 Nissan s13 Touge :iconghostevent:Ghostevent 0 0 Assetto Corsa Skin - 500 Abarth by Hotwheels :iconcurtopex:Curtopex 0 0 Assetto Corsa - Drift /3 :iconstahlicorporation:StahliCorporation 1 0 Assetto Corsa - Drift /2 :iconstahlicorporation:StahliCorporation 2 1 Asseto Corsa :icon6656:6656 1 1 Assetto Corsa Skin - 500 Abarth by Rabbids :iconcurtopex:Curtopex 2 2
Right well first off sorry for not adding the 1.7 and 1.8 update change logs to the journal when they came out. Now on the exciting news, we now officially have Porsche featured in Assetto Corsa for the first time, not the modified Porsche's like the RUFs but proper Porsche cars including the 918 Spyder which is included in the Porsche Pack Volume 1 DLC. The other Porsche DLCs will be available on November 22nd and December 20th for volumes 2 and 3 respectively.

1.9 Changelog:
- 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
More Journal Entries










Add a Comment:
Cobalt-bolt Featured By Owner Apr 13, 2015
Glad that I found this group.
Markkoenig Featured By Owner Mar 12, 2015
Yeah, coming straight in!
dctoe Featured By Owner Mar 18, 2015  Professional Digital Artist
Welcome aboard!  Post away!  Sorry I've been missing.  Life has been silly around here the past week.  Glad to have you with us! :clap:
Markkoenig Featured By Owner Mar 19, 2015
Thanks :) No problem, mate! I'm glad I can post my screens somewhere people will look at them (so I hope :B)!
momtwomomtwosmooth Featured By Owner Feb 19, 2015
This is so cool, I've have to find a car.
dctoe Featured By Owner Feb 21, 2015  Professional Digital Artist
Thanks for stopping by.  I've got a couple of Subarus for drifting if you want? =P
momtwomomtwosmooth Featured By Owner Feb 25, 2015
I know you do!
dctoe Featured By Owner Feb 15, 2015  Professional Digital Artist
I  welcome Baja002 to the group! :clap:  We are growing, just as Assetto Corsa is.  Do your thing and post your work!
Baja002 Featured By Owner Feb 21, 2015  Student Digital Artist
Thanks, I'm glad to be a part of this community :)
kaldaar Featured By Owner Feb 15, 2015
Thanks for the invite
Add a Comment: