Assetto Corsa | News and General Discussion

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Theres a kid in my uni that has a 2016 718 Boxster, its ticking me off because the nutcase has more money then brains, already scuffed the jesus out of the rims, he late shifts massively banging the restrictor very often. He has chips in the side of his door where hes likely hit other cars while opening his door but worst of all he has a strip down the middle of it but he has fit it badly and didnt get a long enough stencil so you can see the line not being straight. Its an atrocity, i need to take a picture of it but he keeps driving at crazy speeds(its a 20mph around our megacampus hes constantly going at a minimum of 40-50). While i dont want to see a Porsche die I think it needs to be put out of its misery, maybe if a few caltrops suddenly fell behind where he parks(now thinking about it ive never seen it parked) the world would become a better place.

So yeah i think ill make a skin for his horrid car so I can relieve some stress by divebombing his car without the consequences.
 
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Marco confirms it at 1:32:30 in this video:



If anything, I think the lineup revealed so far suggests that Porsche gave this partnership some strategic consideration. It doesn't have that typical "approved by the licensing department" vibe to it. Cars like the new 718 siblings, 991.2 Carrera S, Cayenne, Macan and Panamera indicate that Porsche wanted to showcase their current lineup in a simulated environment. I'm not saying that Kunos would never request some of these particular models, but I'd say they weren't to be expected like some of the more track-oriented evolutions, classics, and race cars were. Even the semi-confirmed 911 GT3 Cup is something I can imagine is arriving on Porsche's request.


Very interesting video. Shame about Le Mans and its huge license as well as the Enzo. I'll definitely order the DLC Season pass.
 
Moby Dick

14681046_10207326883324293_1634800060586373015_o.jpg

This is not Moby Dick. But it is very cool
 
Marco confirms it at 1:32:30 in this video:



If anything, I think the lineup revealed so far suggests that Porsche gave this partnership some strategic consideration. It doesn't have that typical "approved by the licensing department" vibe to it. Cars like the new 718 siblings, 991.2 Carrera S, Cayenne, Macan and Panamera indicate that Porsche wanted to showcase their current lineup in a simulated environment. I'm not saying that Kunos would never request some of these particular models, but I'd say they weren't to be expected like some of the more track-oriented evolutions, classics, and race cars were. Even the semi-confirmed 911 GT3 Cup is something I can imagine is arriving on Porsche's request.


I agree with this 100%. It also probably explains why the Carrera GT doesn't feature :(
 
With all the talk about Kunos and the Porsche Simulator, does anyone know if the AC-based simulator is currently used at the Porsche Experience Centers?

On that page, they mention Le Mans, The Nürburgring, Watkins Glen, Laguna Seca and Daytona among other tracks. Laguna Seca has been mentioned, but I wonder if some of the others are potential future releases. Or is this simulator running a different software?
Good question about those tracks, would love to see some videos of them now. Small chance Kunos made the missing American ones, but who knows they might be early builds. :P
Maybe there's some YouTube footage of it?
 
I'm pretty sure that's one of the main reasons Porsche contacted Kunos last year. They wanted to use Assetto Corsa Pro for their simulators. Also, don't be totally fooled into thinking that tracks used in Porsche's simulator, for example, must be tracks created by Kunos. Porsche could very well outsource track creation by other 3D and 2D artists.

Fat-Alfie was recently contacted by some private corporation that liked what he was doing with the Bilster Berg track. I think they may have been partial owners of the track, or something like that. Anyway, they purchased the rights to it after having Fat-Alfie clean it up a bit and do some cosmetic work. That's why Fat-Alfie pulled the active download links a while back. So, the same type of scenario could be playing out with Porsche's simulators. Who knows? Or, perhaps Kunos did make them Laguna Seca. We certainly aren't privy to every single move Kunos makes. That would be silly.
 
Good question about those tracks, would love to see some videos of them now. Small chance Kunos made the missing American ones, but who knows they might be early builds. :P
Maybe there's some YouTube footage of it?

Kunos might have done these tracks for Porsche, but that doesent mean we will see them in AC. That is another licesing issue, as far is i know, le mans is expensive. Porsche has the money of course, but Kunos isnt that wealthy ;-) But yes, it is also possible these tracks were done by another company.

You wont find much info or footage of these simulators on youtube. I saw at least the software running on more or less regular gaming rigs at the WEC Nürburgring weekend this summer. The nürburgring in these simulators was the one from AC. There were Kunos banners at the track, just like we know it from the game. When i saw that, i began to realise that there is a partnership between Porsche and Kunos, not just some licesing deal.

But i really regret that i didnt try out the simulators. If i had, i might have been able to get some more insight on the cars to be expected in vol. 2 and 3.
 
I'm pretty sure that Ferrari uses, or did use, Assetto Corsa for their simulators available to the public. You sat in a F1 style cockpit too. There are probably videos on YouTube. I'm trying to think if I had ever heard of another company using AC in a similar fashion.

EDIT: Seeing that we are using this as the General Discussion for all things Assetto Corsa, is it possible for the thread creator to replace the poll question with something new? It'd be nice to see something different than the Red Pack poll from time to time.
 
Can you copy-paste changelog here it says I don't have permission to see content on forum...I'm registered by the way...

Hi guys, time for big news audio wise. As you know, we introduced the FMod middleware in an early (and bugged) stage. Since that moment, many Fmod versions have been released (with new features and awesome bugs), but we had no time to update our version, until now. Console feedback together with requests by modders gave us a "good excuse" to start a new two-men BIG challenge in a ridiculous amount of time. We reworked the whole project and about 90% of the related code, making it easier to manage by us on the long term, fixing bugs, making broken things work as expected and last but not least improving performance and resource usage drastically. Does this new big update break current sound mods? Yes, but this time we want to face the problem in advance: we are releasing the new SDK one week before the public one, so modders can update their work in time for AC 1.9 release.

Of course new sounds banks cannot be tested in game until the public AC 1.9 release, but once out it's just a matter of volume balancing. Furthemore, you will find some new event folders in the project, so you can mod almost everything audio wise. Hope you appreciate it.

Where to start?

If you want to start experimenting, please register/login and download FMod Studio 1.08.12: www.fmod.org

This is the temporary link for the new updated AC SDK. Of course it will be available in the 1.9 update:https://www.dropbox.com/s/c3h5cbdldv68qk2/ac_fmod_sdk_1_9.zip?dl=0

What's changed?

Quick premise: we didn't rework every single sample since it would require years. Long story short: we reworked the FMod interaction with the game.

Studio side, basically the mixing group structure, many distance attenuations, events output format (i.e. now the engine_int outputs as surround in the FMod deck, instead of the fake stereo pan curve. Furthermore the 3d panner is back), volumes and many other things changed. In order to proceed with a proper migration of their own project(s), modders should check every single event and compare theirs with the new ones of the provided project. Check 3d panner settings, volumes, curves, input and output format. Don't be scared, it needs 15 minutes per car. As said, the rest is volume balancing once the 1.9 update is out.

Code side, it was almost a complete overhaul in order to achieve a better resource usage and overall performance, especially on long gameplay sessions and with many cars involved. Fmod version update was the only way to make some fixes and improvements possible. We could talk about this for hours, but we think that the huge changelog and your in-game experience will result in a better feedback.
We tested every possible condition with passion and effort, together with the enormous help of our dear betatesters and their precious feedback, in order to release an update without any major issues. Hope you'll enjoy our work and before someone asks: room for improvement? As usual, but absolutely not in the time we spent for this update.

Suggestions?

1) Make a backup of your existing 1.05.14 project, so you can always revert to your current scenario;

2) Open your project with Fmod 1.08.12 and let it migrate, then save the new project;

3) READ THE PDF DOCUMENT PROVIDED WITH THE PROJECT EXAMPLE;

4) Open the new sdk project, create a duplicated "tatuusfa1" folder (this is very important) and start working on that, don't touch the original one. Doing this way, your GUIDs.txt will generate new keys that should avoid the problem when different modders release a sound set with same GUIDs.txt keys;

5) You can copy/paste events from your updated project to the example one. Done that, as said please check carefully every single event and its properties, updating them accordingly to the example car;

6) Volume suggestions: interior engine volume for official cars usually peaks to -9dB in the output mixer (Mixer window). Exterior sounds are a little bit louder (+1 / 1.5dB, depends of the car). In order to have a consistent behaviour between official and modded cars, please take this in account.

7) Be creative! Have fun!

8) Be aware: we don't care at all about ripped stuff of course, so don't ask about that.

Changelog (W.I.P.)

And last but not least, a quick preview of the current changelog, fmod related only:

- 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
 
EDIT: Seeing that we are using this as the General Discussion for all things Assetto Corsa, is it possible for the thread creator to replace the poll question with something new? It'd be nice to see something different than the Red Pack poll from time to time.

Great idea! We could do a poll for which car we are looking forward to the most in Porsche Vol.1
 
"- 7.1 surround should now work as expected (on all platforms)"

I'm reading 'on all platforms' right, right? The sound update is for all 3 platforms?
 
Any ideas why the changelog doesn't mention how this affects consoles?

Because they see the console versions as a different way /game that the PC version.

With the 1.0 version they've said it's the beginning and see it like the 1.0 version of pc in his days..

So,console changelog will come when it's ready
 
Because they see the console versions as a different way /game that the PC version.

With the 1.0 version they've said it's the beginning and see it like the 1.0 version of pc in his days..

So,console changelog will come when it's ready

I get that 1.9 is for PC, but the post starts out by saying it's partly inspired by feedback from consoles. I'm confused why it then carries on leaving console players in the dark.
 
I get that 1.9 is for PC, but the post starts out by saying it's partly inspired by feedback from consoles. I'm confused why it then carries on leaving console players in the dark.

Probably because it was posted in the sound modding section and was directed toward PC modders so they can get to work on updating their cars and (hopefully) have them ready once 1.9 drops. About 8-10 months ago there was a big sound update that rendered all mod cars mute and the community wasn't too happy about that, so this time they're trying to get the SDK out to modders ahead of time in an effort to cut this issue off at the pass. Hopefully they were able to include the FMOD update in the new console build but he doesn't really give much hint about that one way or the other. I don't know much about FMOD but I'd think this is something they can probably get transferred to consoles quickly so hopefully you guys won't have to wait too long.
 
Silly me. I thought because it had to do with sound reproduction that "Fmod" was short for Fonesecker mod. :dunce:

In fact, does anyone know what the acronym Fmod stands for? :confused:
 
I drove the Maserati Levante yesterday and I didn't enjoy it. I hate SUV's with a passion, and driving this big thing was just terrible. I wanted to like this car but sadly I couldn't - the handling was quite honestly dismal.
 
What is it that makes hybrid cars wobble when shifting through gears at lower revs? The stability of these cars seems dependent on keeping the revs relatively high whenever changing gears. Also, what are the green and blue bars showing in the HUD? I know very little about hybrid technology.
 
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I drove the Maserati Levante yesterday and I didn't enjoy it. I hate SUV's with a passion, and driving this big thing was just terrible. I wanted to like this car but sadly I couldn't - the handling was quite honestly dismal.
Did you have TC off?
 
I drove the Maserati Levante yesterday and I didn't enjoy it. I hate SUV's with a passion, and driving this big thing was just terrible. I wanted to like this car but sadly I couldn't - the handling was quite honestly dismal.
Did you have TC off?

^This. The Levante with the TC off puts a huge smile on my face. First, it's not a sports car, it won't handle or behave like one. Once you accept what it is, throwing it at corners while going stupidly fast is the best thing ever the car is very clumsy and fat but it slides around and if you go offroad there's no problem, you're in a SUV anyway. Not the best, not the fastest but the most fun.
 
That's 🤬 'en gorgeous. :bowdown:
I know a lot of people would disagree and that's fine, even though they're wrong... :sly: But the Lamborghini Miura is the most gorgeous car ever produced.

I drove the Maserati Levante yesterday and I didn't enjoy it. I hate SUV's with a passion, and driving this big thing was just terrible. I wanted to like this car but sadly I couldn't - the handling was quite honestly dismal.
The Levante isn't on the console yet, is it? I'm assuming you're a PC player. Have you installed any of the off-road rally style tracks? My Maserati Levante is never going to end up with a lot of miles on the odometer, but if I do ever take it out, it's going to be somewhere dirty. :D
 

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