Assetto Corsa | News and General Discussion

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Oh boy oh boy oh boy, all these Porsches being at your disposal in AC is just incredible. So many iconic vehicles - the 917K, the 962, the 908, the 935... Jesus Christ this really is amazing and I can't wait!
 
I know I'm going to get tomatoes, eggs and heads of cabbage thrown at me...But I'm a little disappointed in the contents of the Porsche DLC to be 100% honest. Listen, I know that I'm not the only person on this planet so I completely understand that we needed to get the race cars that we did, but I was kind of hoping for a couple of older 911's. I know that this Porsche/Kunos arrangement was probably heavily weighted toward their newer cars, of course.
I'm not complaining, but I definitely feel the same, too.


Anyway, can't wait to see all the videos and photos popping up today. Bring them on.
 
All Porsche packs look good but perhaps a little too many 911 GT3 variations.
Thankfully we aren't getting any "duplicates". Each has a clearly defined and differentiated role. More so than for example the Mercedes SLS GT3 and AMG GT3 which are simply the older and newer cars in the same role.


We are getting:
911 GT3 RS : Porsche's track-day oriented road car
911 GT3 Cup : Porsche's single make racing series (most known in the Supercup, which is an F1 support series, but also in the country Carrera cups), slower than GT3 and perfect for one-make online/offline racing
911 GT3 R : Porsche's FIA GT3 homolgated race car (looks similar to the Cup, however it's much more aggressive to drive, and we are getting the 2015 R and the 2017 Cup so different generations)
911 GT3 RSR : This is the wide-body GTE homolgated race car which is used only in WEC, Le Mans, ALMS. Will drive and feel significantly differently to the GT3 R.

So in the end we get:
- A very pointy road car to compete with the supercars
- A good one-make cup racer (although it will share those honors with the Cayman GT4 Clubsport and Huracan SuperTrofeo)
- A competitor to join GT3 fields alongside the Audi R8, Mercedes SLS/AMG, BMW Z4, McLaren 12C/650S, Nissan GT-R, Lamborghini Huracan, Glickenhaus SCG003 and Ferrari 488GT3
- A competitor to join GTE/GT2 fields alongside the BMW M3, Corvette C7R, Ferrari 458GT2 and Glickenhaus p4/5

I hope Kunos does the GTE/GT3 filters properly on console now, since there really isn't any need to put GTE and GT3 together (On PC you can manually select just GT3s but the GT3 filter itself is broken there too and adds GTE cars).
 
I'm a little bummed that two of the cars are the 919, but in a way I'm actually glad they did that because I think Kunos should really start trying to promoting some LMP1 action. I've been waiting for the TS040 for 13 months now (that's how long I've been playing AC, I have no idea when it was originally announced). The TS040 Hybrid can't compete with the Porsche 919, I don't think... And there is only BOP adjustments with multiplayer. :boggled: It's nice that there is another Group C car. Those are always nice and insane to drive. :D

I know the Cayman and Boxster are great cars. I think the Cayman is way better bang for the buck compared to the Carrera 991.1. I don't have the figures memorized to speak intelligently about the 991.2 Carrera. I just remember it's ridiculously fast and now has a lot of low-end torque.

Hey @brownninja97 what is your opinion on the 3 Porsche Packs?
 
1.9
- 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
- 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 Porche 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]
 
The only real changelog concern: Historic Silverstone isn't mentioned.

Now I know this log was pasted into the AC forums as "current changelog", implying it might still change a little, but this could mean historic Silverstone was held back a little due to some issue or other.
 
I hope Kunos does the GTE/GT3 filters properly on console now, since there really isn't any need to put GTE and GT3 together (On PC you can manually select just GT3s but the GT3 filter itself is broken there too and adds GTE cars).

Personally i love to set up my own GT-Championships against the AI. Did a season with ten races a couple of weeks ago and i managed to be on top with my 650S GT3, but the GT2 cars were dominating in the AI grid. I think the Ferrari 458 GT2 was the fastest car on most tracks. It would be the best solution if Kunos would simply allow us to modify the grid just like we can do on the PC. The ability to choose every AI car gives also the opportunity for cool multi-class races, although things get a bit scaled down with only 16 cars allowed on track.

If they would add this option, i would propably do three chammpionships with three different Porsches, lol. A GT3 Carrera Supercup, a regular GT3 championship with all manufacturers and the GT3 R, and on top of it a GT2/GTE championship with the top-teir cars and the RSR.

The RSR is my dream car since many years - look at my profile pic. Being able to drive that car in the game and compete in race weekends and championships with it is a dream come true. However, if things stay this way with GT3 and GTE cars mixed up, there is little reason for me to spend time with the GT3 R, although this is a mind-blowing car in its own right.

However, i'm a bit curious about the models they have choosen here. 2017 GT3 Cup - i get that, its the newest model and has been revealed recently. 2015 GT3 R however - why choosing the 2015 model? On Porsches website, all the latest race cars can be seen, and i think that the 2016 model is being shown, with a quite aggressive design. I just wonder why they would put the 2015 GT3 R in the game, not the latest model? And then, the most interesting topic here, the 2017 RSR. This is quite special because as far as i know this car hasnt been revealed to the public yet. I know Porsche is developing a new RSR for the 2017 season, but we still havent seen it. Maybe thats the reason why they (Kunos) are holding the RSR back until the latest pack - they can't show the car ingame until Porsche has officially revealed it.
 
The only real changelog concern: Historic Silverstone isn't mentioned.

Now I know this log was pasted into the AC forums as "current changelog", implying it might still change a little, but this could mean historic Silverstone was held back a little due to some issue or other.
Good pick up, I was of the impression it was confirmed previously.
 
I think the 2015/2016 thing is just because of when the car was actually first shown, first released and first racing.

http://www.car-revs-daily.com/2015/05/16/2015-porsche-911-gt3r-vs-gt3-cup-vs-gt3-rsr/
Shows the 911 GT3 R based upon the 991 body, which is clearly what we are getting.

The 911 GT3 RSR 2017 model is totally revised from the original 991 body variant due to Porsche needing to heavily alter it to compete in GTE, so I see their reasoning. But I've not heard about a 991.2 version of the GT3 R so no real reason not to pick the 991.1 car as originally announced back in 2015?
 
The only real changelog concern: Historic Silverstone isn't mentioned.

Now I know this log was pasted into the AC forums as "current changelog", implying it might still change a little, but this could mean historic Silverstone was held back a little due to some issue or other.
See, I don't remember them saying Historic Silverstone was coming with v1.9... I knew it was coming, but I didn't remember it being tied to v1.9 -- perhaps I'm wrong. You're not the only person to say this since the Change Log got posted. So, perhaps I just missed the post.
 
A few people were worried about the gt3r. It is the newest car(confirmed via a pm to the dev) but they dont know with if the bottom two lights will be covered or not yet.
 
See, I don't remember them saying Historic Silverstone was coming with v1.9... I knew it was coming, but I didn't remember it being tied to v1.9 -- perhaps I'm wrong. You're not the only person to say this since the Change Log got posted. So, perhaps I just missed the post.
"Just some quick note for our AC fans, before the official announcement: the Porsche Pack Volume 1 will be released on Steam on October 25th, and on PS4 and XB1 as soon as Sony and Microsoft approve the new build, since the approval process on console is not under our control. I'm glad to confirm that Steam approved our request to provide a Season Pass for the Porsche DLCs, that should be available by next week. The Season Pass will cost 15 Eur and it will allow to get all the 3 Porsche DLCs through a unique purchase, saving 28% of the full price. Each DLC will include 7 Porsche models, and will be available at the price of 6,99 Eur on PC, PS4 and XB1. About the list of cars included in the Porsche program, stay tuned. The cars included in the Vol.1: 911 Carrera S, 935 Moby Dick, 918 Spyder, Cayman GT4 Clubsport, 718 Cayman S, 917/30, 911 Carrera RSR 3.0 1974, to provide a perfect mix between road, racing and historic cars. As bonus free content available in the next update of Assetto Corsa, we'll release Silverstone 60's and the new Porsche Panamera G2."

Marco Massarutto on Facebook last week.

So it isn't in the 1.9 update finally the Silverstone classic track??
 
"Just some quick note for our AC fans, before the official announcement: the Porsche Pack Volume 1 will be released on Steam on October 25th, and on PS4 and XB1 as soon as Sony and Microsoft approve the new build, since the approval process on console is not under our control. I'm glad to confirm that Steam approved our request to provide a Season Pass for the Porsche DLCs, that should be available by next week. The Season Pass will cost 15 Eur and it will allow to get all the 3 Porsche DLCs through a unique purchase, saving 28% of the full price. Each DLC will include 7 Porsche models, and will be available at the price of 6,99 Eur on PC, PS4 and XB1. About the list of cars included in the Porsche program, stay tuned. The cars included in the Vol.1: 911 Carrera S, 935 Moby Dick, 918 Spyder, Cayman GT4 Clubsport, 718 Cayman S, 917/30, 911 Carrera RSR 3.0 1974, to provide a perfect mix between road, racing and historic cars. As bonus free content available in the next update of Assetto Corsa, we'll release Silverstone 60's and the new Porsche Panamera G2."

Marco Massarutto on Facebook last week.

So it isn't in the 1.9 update finally the Silverstone classic track??
Well slap my a$$ and call me Suzy. There it is... I'm sure there will be an announcement if it's not coming with 1.9...
 
So it isn't in the 1.9 update finally the Silverstone classic track??
As I said, the changelog was posted by Stefano on the AC forums as "so far", not as "final", so I'm assuming it'll come.... unless they hit a roadblock on it.
 
Well slap my a$$ and call me Suzy. There it is... I'm sure there will be an announcement if it's not coming with 1.9...
Yup... Something happened for sure that did that the track finally isn't included.
I realy think that 3 versions of Assetto Corsa are too much work for the little team.
Even with that, quite impressive changelog for PC...

Hopefully One day they achieve to get the console versions on par with the PC one!

Enjoy the Update and Porsches
 
As I said, the changelog was posted by Stefano on the AC forums as "so far", not as "final", so I'm assuming it'll come.... unless they hit a roadblock on it.
Yes. There usually is one or two more things added - or changed.
 
Yup... Something happened for sure that did that the track finally isn't included.
I realy think that 3 versions of Assetto Corsa are too much work for the little team.
Even with that, quite impressive changelog for PC...

Hopefully One day they achieve to get the console versions on par with the PC one!

Enjoy the Update and Porsches
Hey...I am 100% on the side of the console players. If you're going to release this thing on console, even if it can't physically keep up with the PC version due to processing issues, fine. But, it should be working just as good as the PC version, especially by the first month patch.

But keep in mind, there is only 1 developer for Assetto Corsa (as far I know...unless this changed). That's Stefano. He is the head honcho, numero uno, HNIC when it comes to Assetto Corsa code. The way I understood it, he makes the PC version and there are now two newer programmers that are console guys and they're the ones handling the port.

Now, I could be 100% wrong on this. Unfortunately, Kunos refused my offer to sit in on staff meetings, so I'm going based on how things were before the console release came and the bits and pieces I've heard since they announced the console version would be coming soon.

EDIT: One day consoles will either be on the same base as PC, or just slightly trailing due to Sony/MS holdups. I actually think it's beneficial to keep console a little bit behind PC. That way we on the PC guinea pig for Kunos, they make the fixes and THEN console gets that update. They can push out fixes so freakin' fast on PC compared to console. We had like 3 in one week a couple of months ago.
 
Mmmm change log...delicious.

Not much meat on that bone though. Lots of stuff but most of it seems like tweaks to existing elements. But, from the looks of it all those little things will add up to make an improved overall experience. Things of note:

- Improved precision on all digital leds - not sure what this means, hoping it's in reference to Fanatec LEDs (they're problematic in AC)
- GT3 cars use tire model v10. - that's good 👍
- Added Ballast system through Ballast App (single player only) - much needed 👍
- Added new F9 vertical layouts - if this is what I think it is (as seen in the FMOD preview video), very nice
- Added new personal driver texture - cryptic, but maybe we can choose our race suits now?
- Added Anti-Wrecker protection - interesting?
- Tyre blister and grain are now tied to the "Wear" settings and not "Damage". - nice
- 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) - seems like a nice improvement
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available) - nice addition
- New dirt sound effects - 👍
- New brake squeal for some "old" cars - 👍 👍
- added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang - THANK GOD!! :rolleyes:

All the audio improvements should be nice, there was a lot of room for improvement there IMO. Most of the other stuff I have no clue what it means, but probably all for the better. Sadly, no mention of adding timed races, custom championships, momentarily disabling SC on AI cars, better multiplayer options. But, one would presume we're getting two more updates in the next two months so maybe they're spreading things out a bit. Overall, seems like a good "quality of life" update. 👍

EDIT: From Stefano RE: anti-wrecker protection - "it's a simple (optional, settable by the server) system that punishes users with a high ratio of collision/km during a race with a sequence of penalities up to server ban. It's designed to fight against obvious wreckers in public servers."
That sounds promising. 👍


EDIT 2: From Aris RE: the 917/30 - "The Porsche 917/30 is not a competitive race car. It is not a respectable adversary. It is not a mighty opponent.
The Porsche 917/30 is a killer, full stop. And by killer I don’t mean a wolf hunting down some sheep. I don’t even mean a big white sharkchasing a seal or something. No, I mean a T-Rex unleashed upon a group of small mammals trapped in dead end with nowhere to go or escape. It is this kind of terrifying.

While the european motorsport series was strictly regulated in order achieve some kind of balance between competitors, on the other side of the world, the CanAm series placed no restrictions in terms of weight and displacement limits… Mix this rule freedom, with Porsche engineers and with feedback from someone like Mark Donohue famous for his thirst of power and speed, and the result couldn’t be different. While working on the development of the 917/30, the German Porsche engineers took an over 5 litres 12 cylinder turbocharged engine and managed to deliver well over 1100bhp in “safe” turbo boost… it could do more. Donohue comment when he was asked if the power was enough?
“it will never have enough power until I can spin the wheels at the end of the straightaway in high gear.”
And so the 917/30 was developed and unleashed into the unsuspecting CanAm field and devastated it.

The car is not easy to drive as you might suspect. Over 1100bhp at any time, for 800kg on a spyder from the early 70s… it will never going to be easy. On top of that, the configuration of the car doesn’t make things easier either. The enormous 430mm wide rear slicks are locked by a spool rear axle. It means there is no differential. The rear wheels are always locked 100% at all times. This creates quite noticeable coast understeer. You can work out some of it, through the setup, but I’m not so sure you should. You see, the spool rear axle is there to keep both tyres locked under acceleration and this theoretically should give better traction. It would, if you couldn’t spin both wheels at any time, on any gear… but you can blame Donohue for his request to the German Porsche engineers… they sure managed to make him happy, just. There is so much power, so much torque and so much turbo lag, it is very hard to keep traction. On the other hand the car has a short wheelbase and is almost wider than longer, so it’s not that easy to drift around either. So either you do a setup to make the car turn and then feed the accelerator with an egg under your foot… or you go for the opposite. You make a setup with as much traction as possible, become very patient on turn in and mid corner, and then unleash the beast (literally!) at the exit. It might not be the most enjoyable way to drive it, but it works laptime wise. Oh almost forgot. Remember to adjust your driving style as the car becomes lighter from fuel consumption. Before thinking it shouldn’t change that much, let me remind you that it has 400litres fuel tank. Four - hundred - litres.

The Porsche 917/30 won every single race but one, of the CanAm series in 1973; a series were excess was the norm.
So no the 917/30 is not a legendary car. There no finesse in it, no adversary that reminds of it as a nice car to race against.
The 917/30 is a killer. “The Can-Am Killer”.


:eek::nervous::drool::eek::nervous::drool::eek::nervous::drool::eek:
 
Last edited:
Hey...I am 100% on the side of the console players. If you're going to release this thing on console, even if it can't physically keep up with the PC version due to processing issues, fine. But, it should be working just as good as the PC version, especially by the first month patch.

But keep in mind, there is only 1 developer for Assetto Corsa (as far I know...unless this changed). That's Stefano. He is the head honcho, numero uno, HNIC when it comes to Assetto Corsa code. The way I understood it, he makes the PC version and there are now two newer programmers that are console guys and they're the ones handling the port.

Now, I could be 100% wrong on this. Unfortunately, Kunos refused my offer to sit in on staff meetings, so I'm going based on how things were before the console release came and the bits and pieces I've heard since they announced the console version would be coming soon.

EDIT: One day consoles will either be on the same base as PC, or just slightly trailing due to Sony/MS holdups. I actually think it's beneficial to keep console a little bit behind PC. That way we on the PC guinea pig for Kunos, they make the fixes and THEN console gets that update. They can push out fixes so freakin' fast on PC compared to console. We had like 3 in one week a couple of months ago.
Yup, sony and Microsoft policy aren't really good and fast, but.. It's strange me in the fact that for example F1 2016 have received already 7 updates, and the game was launched only a week before assetto Corsa.
On the codemasters forum they send the last update to Sony the 12th October and said that the users will receive it probably the 19th October, and that is just what happened, the 19th in the afternoon the Update was live.. 7 days..

And yes, the console version are ported by two kunos programmers and supervised by Stefano.. But still don't understand why this huge difference between console and pc version in basic content..

Let's hope it will be fixed soon
 
Not much meat on that bone though. Lots of stuff but most of it seems like tweaks to existing elements. But, from the looks of it all those little things will add up to make an improved overall experience. Things of note:

- Improved precision on all digital leds - not sure what this means, hoping it's in reference to Fanatec LEDs (they're problematic in AC)
- GT3 cars use tire model v10. - that's good 👍
- Added Ballast system through Ballast App (single player only) - much needed 👍
- Added new F9 vertical layouts - if this is what I think it is (as seen in the FMOD preview video), very nice
- Added new personal driver texture - cryptic, but maybe we can choose our race suits now?
- Added Anti-Wrecker protection - interesting?
- Tyre blister and grain are now tied to the "Wear" settings and not "Damage". - nice
- 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) - seems like a nice improvement
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available) - nice addition
- New dirt sound effects - 👍
- New brake squeal for some "old" cars - 👍 👍
- added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang - THANK GOD!! :rolleyes:

All the audio improvements should be nice, there was a lot of room for improvement there IMO. Most of the other stuff I have no clue what it means, but probably all for the better. Sadly, no mention of adding timed races, custom championships, momentarily disabling SC on AI cars, better multiplayer options. But, one would presume we're getting two more updates in the next two months so maybe they're spreading things out a bit. Overall, seems like a good "quality of life" update. 👍

EDIT: From Stefano RE: anti-wrecker protection - "it's a simple (optional, settable by the server) system that punishes users with a high ratio of collision/km during a race with a sequence of penalities up to server ban. It's designed to fight against obvious wreckers in public servers."
That sounds promising. 👍


EDIT 2: From Aris RE: the 917/30 - "The Porsche 917/30 is not a competitive race car. It is not a respectable adversary. It is not a mighty opponent.
The Porsche 917/30 is a killer, full stop. And by killer I don’t mean a wolf hunting down some sheep. I don’t even mean a big white sharkchasing a seal or something. No, I mean a T-Rex unleashed upon a group of small mammals trapped in dead end with nowhere to go or escape. It is this kind of terrifying.

While the european motorsport series was strictly regulated in order achieve some kind of balance between competitors, on the other side of the world, the CanAm series placed no restrictions in terms of weight and displacement limits… Mix this rule freedom, with Porsche engineers and with feedback from someone like Mark Donohue famous for his thirst of power and speed, and the result couldn’t be different. While working on the development of the 917/30, the German Porsche engineers took an over 5 litres 12 cylinder turbocharged engine and managed to deliver well over 1100bhp in “safe” turbo boost… it could do more. Donohue comment when he was asked if the power was enough?
“it will never have enough power until I can spin the wheels at the end of the straightaway in high gear.”
And so the 917/30 was developed and unleashed into the unsuspecting CanAm field and devastated it.

The car is not easy to drive as you might suspect. Over 1100bhp at any time, for 800kg on a spyder from the early 70s… it will never going to be easy. On top of that, the configuration of the car doesn’t make things easier either. The enormous 430mm wide rear slicks are locked by a spool rear axle. It means there is no differential. The rear wheels are always locked 100% at all times. This creates quite noticeable coast understeer. You can work out some of it, through the setup, but I’m not so sure you should. You see, the spool rear axle is there to keep both tyres locked under acceleration and this theoretically should give better traction. It would, if you couldn’t spin both wheels at any time, on any gear… but you can blame Donohue for his request to the German Porsche engineers… they sure managed to make him happy, just. There is so much power, so much torque and so much turbo lag, it is very hard to keep traction. On the other hand the car has a short wheelbase and is almost wider than longer, so it’s not that easy to drift around either. So either you do a setup to make the car turn and then feed the accelerator with an egg under your foot… or you go for the opposite. You make a setup with as much traction as possible, become very patient on turn in and mid corner, and then unleash the beast (literally!) at the exit. It might not be the most enjoyable way to drive it, but it works laptime wise. Oh almost forgot. Remember to adjust your driving style as the car becomes lighter from fuel consumption. Before thinking it shouldn’t change that much, let me remind you that it has 400litres fuel tank. Four - hundred - litres.

The Porsche 917/30 won every single race but one, of the CanAm series in 1973; a series were excess was the norm.
So no the 917/30 is not a legendary car. There no finesse in it, no adversary that reminds of it as a nice car to race against.
The 917/30 is a killer. “The Can-Am Killer”.


:eek::nervous::drool::eek::nervous::drool::eek::nervous::drool::eek:
Yup. I'm very happy about the improvements to the overall sounds system for future things and I know they're working on "fixing" some cars. VERY happy about the SP ballast capability now. Getting all the GT3 onto the same set of shoes was crucial...especially considering GT3 is AC's bread and butter racing class whether they want it to be or not, just by the sheer number of cars. I hope Stefano has the time to expand on that "New camber grip variation formula". I just get curious on things like that, that are kind of vague.

Ummm...My bigger concern is, what is the next update going to be for console players? All of these things are fine and dandy for console players, but I don't see a single mention of anything that would address some of the console specific issues. Now, maybe that's because we aren't going to be on the same version for quite some time, if ever. Perhaps the console update will contain things that the PC version didn't need (because they're already present). We'll see. I wasn't expecting "Create your own lobbies!" because that's not how the game works for us. We run our own servers.

I'm glad you didn't miss what I consider to be possibly the biggest improvement. I was actually hoping they would have pushed out a hotfix a couple of weeks ago. But it comes to be a great relief to know daytime running lights will be represented properly on those vehicles. :P
 
On the codemasters forum they send the last update to Sony the 12th October and said that the users will receive it probably the 19th October, and that is just what happened, the 19th in the afternoon the Update was live.. 7 days..

The AC update for consoles only took about 7 days (for PS4) from submission to release.

Ummm...My bigger concern is, what is the next update going to be for console players? All of these things are fine and dandy for console players, but I don't see a single mention of anything that would address some of the console specific issues. Now, maybe that's because we aren't going to be on the same version for quite some time, if ever. Perhaps the console update will contain things that the PC version didn't need (because they're already present). We'll see. I wasn't expecting "Create your own lobbies!" because that's not how the game works for us. We run our own servers.

I would expect the console update will get its own change log since it will be dealing with things that don't have to do with PC. Hopefully they're able to get some of these new additions into the next console update, but we won't know until it releases.
 
From Aris:

Dynamic anti roll bars, change their stiffness actively while driving, guided by various telemetry controllers.

991 Carrera S, Panamera G2, 918 Spyder, all are equipped with dynamic arbs plus active 4ws, active differentials, active braking systems, torque vectoring, active brake steer, active hybrid systems where apply and active whatevers...

All of this has to talk with each other... The results are amazing in terms of performance/grip (even if difficult to understand in a sim) but also... "complicated" occasionally in terms of handling.

Amazing stuff


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KS Dev. Vehicle physics, Ui, Web | Aristotelis Vasilakos

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Now onto my thoughts. I am 100% hand in hand with console players. Personally, I wouldn't mind if the PC version were put on hold for the rest of the year so all three developers could hammer the crap out of the console version and fix the majority of those silly bugs AND bring whatever missing functionality there is from the PC version. I don't think it will ever be a 1:1 version between PC & Console. I doubt it is possible. But, you guys can't have a tire app? Come on...
 
Now onto my thoughts. I am 100% hand in hand with console players. Personally, I wouldn't mind if the PC version were put on hold for the rest of the year so all three developers could hammer the crap out of the console version and fix the majority of those silly bugs AND bring whatever missing functionality there is from the PC version. I don't think it will ever be a 1:1 version between PC & Console. I doubt it is possible. But, you guys can't have a tire app? Come on...

Based on what Stefano said in his last stream, part of the initial delay is that since consoles are basically on v1.5 and PCs are already ahead of that he's having to go back and figure out how things worked in 1.5 in order to help fix any problems. Kind of reverse engineering. Once they get past that hump and the console version is more closely aligned with the PC version then they won't have to do that, if the console guys encounter a problem Stefano can troubleshoot it on the current build and then tell the console guys how to fix it. They're probably (hopefully) at a point now where when they develop something for the PC they can immediately test it on the console build and that should really speed things up. It's kinda like if my co-worker was working in Illustrator CS3 while I'm on CS6, if he needed help with something I'd have to take some extra time to remember how things worked back in that version. If we're on the same version than I can just tell him exactly what he needs to do. Of course in reality I'm always the one needing his help with that hateful Illustrator program, but you get the point. :P
 
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