1.3.4
- Replay in x64 are now capped at 1Gb instead of 500mb
- Fixed turbo in form gears
- Physics multithread is now disabled with less than 4 cores
- Fixed backfire animation on Lamborghini Countach
- acServerManager: admin password is mandatory
- acServerManager: fixed uploader not saving surfaces.ini of multi-layout tracks
- Fixed Lamborghini Countach S1 UI for customers who do not own DLC2
- Fixed Alfa Romeo 4c peak slip angle value on rear street tyres.
-
Fine tuning of tyre heating model for GT2 and GT3 cars. Tyres now might need 2 laps to heat up the core temperatures. Core temperatures are now much more stable during a lap and cool down slower.
-
New power loss calculation for GT2 GT3 cars engines
-
Corrected rolling resistance calculations for GT2 and GT3 cars tyres
-
BMW M3 E30 Drift and M3 E92 drift has new tyre heat calculation following the GT2/GT3 logic. Experimental.
-
Balancing of GT3 car performances. The balance does not make all cars equal, but just brings their performances closer. Leagues can now add a small amount of ballast to equalize the cars performances even more.
- Fixed dirt texture and headights in Ferrari 458 Italia
- Fixed headlights indicator on BMW Z4 GT3
- Fixed transparency issue on Ruf Yellowbird
- Added leds to Mercedes SLS GT3
- Fixed TrackIR support for x64
-
Added Force Feedback Controller app
- Fixed acServer corruption of internal buffers leading to packet losses
-
Added benchmark mode
- Realtime app now uses magenta to signal fastest lap in the session
- New "camera facing" spectators are now controlled by the "world detail" settings. Allowing users with older machines to achieve better FPS
-
Minor AI race craft tweaks (a bit faster to change lane but bit less "punchybumpy")
-
Remapped some functions associated with numpad "+" and "-"
+/- = Change Force Feedback (disabled in replays)
Ctrl +/- = Change onboard FOV
Ctrl Shift +/- = Change saturation
The new benchmark mode:
Look for that file under your \Documents\Assetto Corsa\benchmarks folder.
You don't even have to disable vsync. The game will do it for you, and enable it again after running the bench.
There's also a new Force Feedback Controller app, that will let you always see the car's ffb strength (instead of having to press NUMPAD +/- to see it).
Do note those new hotkey remappings also.
And to end it all, a word from Aristotelis:
Hi guys.
As I've said on my previous post, the new V5 tyre model has some quite big changes that you have already tried by now, one of them being the new heating model. The model is young and has great potential so we're still working on fine tuning and improvements.
Version 1.3.4, which is imminent, brings some of those improvements. GT2 and GT3 cars (plus the drift street cars) have some new values on their heating model. The end result is that while the surface temperatures are still very variable during a lap, the core temperatures are much much more stable in their temperatures. We think the end result is very realistic and exciting to drive.
You will need even more time to heat up the core temperatures. Maybe 2 to 3 laps depending on the combination of track, car and driving style. The core temperatures will go up steadily but slowly and will also cool down slowly.
You won't be able to overheat the core temperatures as easy as before, but their temperatures follow a trend from your driving style and surface temperatures. This means that if you keep overdriving your tyres the surface temperatures will of course overheat, but the core temperatures will start to raise steadily and it won't be easy to cool them down instantly. Every change in their trend needs at least half a lap to be inverted. So for example you can't just drive smoothly for a turn and have the tyres back again in operational temperature. You need to do so for at least half a lap or even much more, depending when you realized the overheating arrived.
The good news is that the core temperatures keep the tyre pressure more stable now, so yes you will have grip variations during a lap because of the surface temps, but you won't have as big footprint variations because of the highly unstable tyre pressures that you had until now.
Furthermore we fine tuned the rolling resistance from the tyres and also changed the wheel power figures as we have found some discrepancies in our model and from some new data we got from the manufacturers in terms of power dissipation. You will now be able to achieve higher top speeds and you might need some longer braking distances or even brake a bit on some turns that until now were usually flat out.
As I said, all changes are for the GT2 and GT3 tyres.
Street, vintage and single seater slick tyres will follow.
Thank you for your patience, we really try hard to improve and update as many tyres as fast as possible.
Have fun!