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  1. #276
    Zrubecz László Versenyző
    Csatlakozott
    2015. 07. 05.
    Város
    Budapest
    Üzenetek
    935
    Idézet Eredetileg GTF_Bika írta Hozzászólás megtekintése
    Még hogy nem kell félni az ACC+VR hardverigényétől...
    Ez az RTX kártya meg a ray-tracing használataq a játékokban csak üres hype.
    A kutyát nem fogja érdekelni valós játékokban az árnyákok minősége... főleg ilyen áron.

    KB olyan ez mint a 3D TV-k/mozik megjelenése. Azt is tolták az arcunkba a marketingesek ezerrel, aztán mi lett belőle?

  2. #277
    Piski Tamás Versenyző Tamas Piski logója
    Csatlakozott
    2004. 08. 11.
    Város
    Bécs - Vienna
    Üzenetek
    3.339
    Azert en emlekszem, hogy 5x vettem meg a jegyet az Avatarra a 3D miatt.
    Utoljára módosította: Tamas Piski; 2018. 08. 23. 21:02.

  3. #278
    Idézet Eredetileg Tamas Piski írta Hozzászólás megtekintése
    Azert en emlekszem, hogy 5x vettem meg a jegyet az Avatarrava 3D miatt.
    Legutóbb pont azt néztem meg 3D-ben itthon, mert vettem még 6 éve egy 3D-s tévét, hogy majd jó sok filmet nézek 3D-ben. Miután nem néztem meg egyet sem már vagy 2 éve, pár hónapja letöltöttem párat, hogy javítsak a statisztikán

  4. #279
    Horváth Márk Versenyző Horváth Márk logója
    Csatlakozott
    2007. 07. 08.
    Város
    Keszthely
    Üzenetek
    719
    Idézet Eredetileg izitom írta Hozzászólás megtekintése

    Szerintem egy pár évig még megleszek a box fal tükröződése nélkül
    Haha Ezt az állatságot Valaki ezért fizet? Ebbe a játékba teljesen felesleges hogy lássam 300-nál a mellettem lévő autó fényezésén a tükörképemet

  5. #280
    Nem is lesz vészes az Early Access ára és már csak egy hét:
    https://www.racedepartment.com/threa...update.158988/

  6. #281
    Szűcs Tamás Versenyző izitom logója
    Csatlakozott
    2014. 06. 10.
    Város
    Ecser
    Üzenetek
    799
    És egy új rovat az AC fúrumon:
    https://www.assettocorsa.net/forum/i...o-begin.50723/
    Aris:"New
    Hello everybody!

    The Assetto Corsa Competizione Early Access is about to begin and once again we’re ready to start a fantastic journey.
    First things first, Early Access means that you get the opportunity to get early versions of the final game and have a look on the development and evolution of ACC. Obviously, once you bought the EA version, you get all the following updates of the main game for free. On the other hand we, developers, get the opportunity to collect feedback and impressions while we work, from a much bigger testing team the we could ever organize in private.
    Our responsibility will be to try and update the title on the pre-announced dates, offering great new content and as stable features as possible, so that you guys can enjoy the game and keep the feedback coming.
    Obviously, that means that the initial versions of the game will have limited content and features, but we are confident that we can offer the same successful evolution experience as we did with AC Early Access period.
    I hope that the above is clear for everybody and the community can spread the word and inform other simracers that might not know what Early Access means.

    While many of ACC gameplay features won’t be available in the first releases of Early Access, the driving physics simulation is mostly ready. Some fine tuning and some extra features are still needed, but… there’s plenty to talk about so let’s talk… physics!

    So what physics ACC runs? The first test Stefano did when we started exploring the Unreal Engine, was create a version of our AC physics and make it run inside UE. I won’t go into details, I won’t even know how to explain it, but after lot’s of cursing, insomnia and head scratching, he made it. So the first initial versions of ACC had the AC physics running.
    Next step and part my main job for the time, was to try and do as many parallel runs between AC and ACC:UE to make sure the physics was absolutely identical, trying to eliminate any possible placebo effects, doing laptimes comparisons and handling comparisons. Once we got absolutely sure that everything was identical, the fun part (or the nightmare part, depending on how you see it), began.

    The initial idea about ACC physics, was to evolve and improve weak points of AC physics and then move on from there. Not sure if we skipped it completely or gradually moved from one plan to another… too many things have happened and to be honest, considering the end result, it doesn’t matter anymore. What it does matter is that ACC, although it might “feel” similar, it certainly is much more than that. Stefano will probably call it evolutionary, but to be honest there’s so much new stuff that I’m not sure that term makes justice.
    So, heavily reworked tyre behaviour model, heavily reworked tyre heating model, heavily reworked tyre wear model all of them not just reworked values but with all new physics features, equations and data. On top of that we got reworked brake heating model… but more about all of this on a dedicated post about tyres and brakes.

    Suspensions. We got completely new damper model. As you know dampers are usually simulated in sims with 4 values. Bump, rebound, fast bump and fast rebound. But… in ACC we know have full blown damper graphs. Obviously in the setup screen you guys have the usual clicks to work with, but under the surface, each click points to a different damper graph. Also, we have a completely new bumpstop system.The bumps have variable stiffness and variable ramp (graph) of their stiffness. That was actually a forced evolution of the physics, because otherwise it would be practically impossible to set properly the cars, because of the very advanced aerodynamic model… just as in real cars.

    Which brings us to the aero model. Completely rewritten from scratch. This is not even an evolution, it’s a complete rewrite. Instead of creating various “wings” that each one of the generates a specific lift and drag around the car, as in AC and more or less all the simulators out there, ACC uses a new system that takes into account aeromaps from wind tunnels or CFD and applies lift and drag to the whole object as one. Doing so, it takes into account on how the object moves its aerodynamic pressure point forward or backwards depending on pitch and yaw. Before saying that this is something you can achieve with the “wings” model of AC, I can assure you it is different. The system actively moves the pressure point and can influence front or rear lift and drag, depending on what it happens in the car pitch rotation, wing angle and so on. The end result, is a much more pitch sensitive aero platform with situations that force you to choose specific ride heights, wing angles and suspension settings to counteract the aero influence on the handling. Because of this, as in real life, maintaining the aero platform becomes crucial, ride heights are probably the most important part of the setup and bumpstops become extremely important to control the car.

    The GT3 cars do heavy use of ABS and Traction Control systems, permitted by the rules. So for ACC we had to improve furthermore the ABS and TC systems. They have become quite more complex, taking into account much more information and telemetry inputs as well as having different behaviour and output result.

    Obviously we also have a completely new weather system and dynamic track. The rain simulation is really a breakthrough and, modesty apart, I’m confident that you guys are going to be impressed by it. All hail Lord Kunos, he really did an astonishing work and of course I'll do my best to explain you all the various situations, simulation and techniques to get the best driving experience out of it.


    TL;DR

    So, I just wanted to give you a small taste of what I’m going to cover in more detail in the following days. I’ll try to write specific posts about tyres, suspensions, aerodynamics, TC and ABS, setup screen and strategy and weather simulation.

    Once again, thank you for all the support you are giving us and we really hope you’re going to enjoy the initial early access releases. Looking forward to your feedback and to the more advanced releases in the next months, when ACC will really start to shine!"

  7. #282
    Csorosz László Versenyző csori23 logója
    Csatlakozott
    2009. 01. 20.
    Város
    Királyhelmec
    Üzenetek
    1.085
    Hmm..
    Biztatóan hangzik, és biztos vagyok benne, hogy jó lesz. Bár a gépigényétől nagyon tartok..

  8. #283
    https://www.racedepartment.com/threa...update.158988/

    na kiderült, hogy mibe is kerül majd az ACC, előszőr 25 euró lesz utána már csak drágább

    ja és lesz benne még ebben az évben gyári Hungaroring
    Utoljára módosította: RangerHU34; 2018. 09. 05. 20:52.

  9. #284
    hopsz most néztem, hogy már be lett rakva ide ez a hír, akkor mindegy

  10. #285
    Balogh András Szervertag 2024
    Csatlakozott
    2014. 12. 09.
    Város
    Kecskemét
    Üzenetek
    291
    lehet tudni, hogy mi a gépigény?

  11. #286
    What are the recommended system requirements for Assetto Corsa Competizione?

    Our minimum target specification is currently an i5-2500/AMD FX-8100 or equivalent, 4 GB RAM and NVIDIA Geforce GTX 760. However, right now, it’s way too early to be more precise. Over time, we’ll be able to be more specific later as we continue to develop ACC. Therefore, if you are considering upgrading your hardware configuration, we strongly suggest you wait for our Early Access before upgrading.

    Ez még egy tavaszi q&a-ból van, ennél szerintem nincs frissebb.

  12. #287
    Szűcs Tamás Versenyző izitom logója
    Csatlakozott
    2014. 06. 10.
    Város
    Ecser
    Üzenetek
    799
    Kunos munkában:
    https://www.facebook.com/marco.massa...2077804934364/
    animált hirdetőtábla

  13. #288
    Idézet Eredetileg izitom írta Hozzászólás megtekintése
    Kunos munkában:
    https://www.facebook.com/marco.massa...2077804934364/
    animált hirdetőtábla
    Ilyet már az EA Sports-féle F1 sorozat is tudott.

  14. #289
    Szűcs Tamás Versenyző izitom logója
    Csatlakozott
    2014. 06. 10.
    Város
    Ecser
    Üzenetek
    799
    Aris:"Tyres! And rain… But first…

    The Rules!
    The Blancpain gt series uses Pirelli tyres. Different sizes for different groups of cars, mainly 3 sizes depending the weight bias of the car. So front engine cars usually get 325/705/18 all around, mid engined cars get 325/680/18-325/705/18 front-rear and rear engined cars 325/660/18-325/705/18 front-rear.
    Compound is one and unique for all races, all circuits, all cars. This means that this single compound must work in all cars, all weather conditions and all kind of circuits.

    The above information is crucial in order to understand that these kind of tyres have an extremely difficult job to do. They have to work on cars that go from 40%, down to 55% of their weight to the front. Heavy cars that go up to 1500kg at full race trim while at the same time support well over 500kg of downforce, have to withstand at least 1 hour of hard racing before changing tyres and are driven in various circuits on various ambient temperatures by professionals and gentlemen drivers. At first I also thought “hey that’s easy, I only have 1 compound to do”, then as development went forward and Pirelli and teams started sharing data (thank you so much!) I knew I was into big big trouble… Luckily I have master Stefano always willing to accept a challenge!


    Let’s start with the slick tyres.
    Slicks have a wide operating range. They give decent grip from 40°C and up to 130°C. Obviously they have a narrower optimum range around 70°C to 90°C. Pirelli defines optimum pressure at 29psi (almost 2bar) but most teams will run a little bit lower. Pirelli though, advises against very low pressures as it is easy to deflate a low pressure tyre on a kerb or similar conditions… For safety reasons it is prohibited to go lower than 20psi (1.4bar) as minimum inflation pressure.
    The tyres are always in preheated in tyre heater racks up to 70°C but realistically around 65°C, so expect to start any session (except maybe hotlap) with tyres at around 65°C core.
    Pressure in AC now influences the stiffness rate in a non linear way and differently for vertical, lateral and longitudinal. The whole footprint flexes in all 3 axis and I believe you will definitely feel this when attacking kerbs. Damping of the tyre is also affected by heat.
    The heating in ACC now has 3 interacting layers. Surface, core and inside air.
    The surface heat is quite active, going fast up and down while influenced from slip, flex, rolling speed, ambient temperature, road temperature, air speed and rotational speed. Obviously it exchanges heat with the inner core too.
    The inner core, is influenced mainly by rolling speed, flex and surface and inner air temperature.
    The inside air is exchanging heat from the core and… brake heat.
    For the first time though, we are not going to show you everything, just what the real teams get to look at, which means pressure and core IMO temperatures.


    Tyre wear
    This is now calculated in 3 separated IMO layers in a way that camber and toe can affect different parts of the tyre wear. If you use excessive amounts of camber and toe on a circuit with very long straights, then you will experience much more wear (and heat, more about it in a minute) on the Inner side of the tyre, making braking and traction worse but not affecting a lot lateral grip… and vice versa of course. Tyre wear is also implemented in a different way. We actually simulate the tread depth and we lower the depth as the tyre wears out. So you start with 3mm of depth at fresh tyres and you wear this out. Normally the teams and Pirelli consider a tyre as a very consumed one at under 1.5mm. The tyre wear is influenced by the distance covered, but most importantly by the slip. The more you slip the tyre, the more it wears and by “slip” we consider not only actual dragging the tyre on turns, braking and acceleration but also toe and camber, so again, watch out on how you setup your car.
    Another important factor for wear is surface temperature. The harder you drive the more surface heat you generate, the faster the tyres wear out. Heck you could completely destroy a tyre by doing donuts for some minutes… Obviously you are not going to monitor tyre’s surface temps as it is rapidly changing and hardly measurable in real time (in the real life), but if your core temperatures are on target, then the smoother you drive the less wear you’ll have. Also graining, blistering and flatspotting are still there, with all vibrations now acting also on the suspension movement. Pirelli points out that those tyres do not suffer much of graining and blistering, but if you keep using wet tyres on the dry, well don’t expect miracles. TC and ABS levels can also play a role here. Since flex also influences tyre heat, a stiff suspension and dampers as well as high downforce, can also influence the tyre wear…. so many things, so little time, I know.


    The Overall Feelings
    All of this works together, obviously in real time and affects many aspects of the tyre behaviour. This is one of the biggest improvements of ACC. Heat, wear, grip, do not just influence tyre grip but actually change the tyre behaviour. Slipangles and slipratios, stiffness rate and damping, lateral and longitudinal flex that is now also simulated, all of them change in real time, depending all of the above factors. You can expect a cold slick tyre to not only have less grip, but to be way more nasty and on the edge. So if it starts raining and you’re on slicks, before aquaplaning issues, you might have to deal with a much more nervous car behaviour because the tyres lost heat and pressure. A consumed tyre has less flex too, generates less core heat and has different peak splipangles. You might find the grip acceptable but the behaviour changed for the worse. All is extremely dynamic and lots of placebo is going to occur…Be brave and endure the difficulties


    Still, there’s more. ACC now simulates variable dynamic weather and so we have…
    Rain.
    Rain in ACC is not simulated by simply lowering the grip. We simulate mathematically an actual water film depth. Tyres go over it and depending on tread design, load, speed and more, they manage to drain the water out and have a contact with the ground… or not. If the tyre can’t drain enough water, then it starts losing contact, up to complete aquaplaning, which means total loss of grip, zero, null, nada. So in ACC the feeling you get from a wet circuit is a good grip but a constant feeling of “something is about to happen”. You might do a turn in a specific way and feel there’s more than enough grip, you might even think “hey that was easy after all, arcade™!”, only to push a tiny bit more the lap after, or have the rain fall harder 3 laps later and go completely aquaplaning sliding out of the corner. The wetness also lowers drastically the heat generated by the surface layer of the tyre, so temperature of the tyres will go down inevitably.

    Slicks can go into aquaplaning very VERY easy. I strongly suggest that you watch the first laps of the Hungaroring race1 of the Blancpain GT Series to understand how cars on slick struggle on damp conditions, but also how the BMW M6 that had wet tyres could work his way from 11th position to 2nd and struggle right afterwards when the dry line started to form. You can also see him searching for wet spots to cool down the wet tyres. Here's the video. Race starts in 33:00

    Also in ACC wet tyres will overheat dramatically in dry conditions and you can cool them down going outside the dry line, searching for wet spots. Beware that in such conditions it’s easy to place one side of a car in the wet spot or puddle, resulting in high rolling resistance force from the water depth (and sudden aquaplaning) that can easily destabilze your car.
    I will also mention the obvious…there is no way you can stay on the track under heavy rain on slick tyres. We’re not talking being slow or having difficulties to control the car… we’re talking complete and utter loss of control and sliding around on “ice”. Fear not though, for people that want to experience the graphical majesty of rain conditions but in a less hardcore grip situation, we have a nice option slider that will lower the amount of physics water… just for fun.
    Staying on the dynamic track subject, here’s how a track surface changes through different conditions.

    • A green track will get gradually rubbered. marbles can appear at the side of the rubbered line
    • If rain starts then (depending on the force) it will wet the track and the rubbered line will start to be very slippery. You might be forced to avoid it or explore alternative lines.
    • If rain keeps on pouring heavy enough, it will clean the rubbered line and you might be able to turn back to a more traditional racing line. When this happens? I don’t know, try, experiment and find out!
    • If rain keeps on going, puddles and “rivers” might start forming. Those also might force you to try different lines again. Puddles and rivers are placed in specific realistic places on the circuits, derived from actual drivers feedback and their onboard videos.
    • If rain is lighter or stops and many cars are lapping, a dry line might form or simply a “less wet” line. You will obviously have more grip over the dry line but wet tyres will overheat.
    • Finally puddles will be the last to dry out, so watch out even if the track is slightly damp and slick tyres are faster, puddles can still catch you out.

    Obviously this is a generic description of how the whole system works: in reality and when the whole thing will be finalized, your experience might vary a lot and can become more unpredictable. The whole idea behind it, is to have deal with unpredictable conditions that will force you to adapt.


    Special guest…
    Marbles.
    Did you know that real drivers will go over the marbles to collect them on their slick tyres so that they gain a kind of “tread” which lowers a tiny bit the risk of aquaplaning? Of course you’ll have to deal with less grip and vibrations, but nothing is worse than aquaplaning and it might help you until you go in for your pitstop… or the rain might go away and you’re f***ed… ops!

    Then we have tyre damage… but that’s something we still working on and I’ll explain it to you later.

    So, what’s next? Aero I guess… back to writing. (where’s my coffee!)"

  15. #290
    Idézet Eredetileg izitom írta Hozzászólás megtekintése
    Aris:"Tyres! And rain… But first…
    Húha... ennek csak a fele igaz, atomdurva lesz...
    Bár pont ezért félek a sok számítástól, és a nagy processzorigénytől, ennél már csak a grafikától tartok jobban... Pfff...

    Az early acces-t lehet refundolni? És ha igen, meddig? Kipróbálnám mit tud a gépemen... (i3 6100, 8 GB RAM, GTX 950 2 GB)

  16. #291
    Idézet Eredetileg Finkoo1980 írta Hozzászólás megtekintése
    Kipróbálnám mit tud a gépemen... (i3 6100, 8 GB RAM, GTX 950 2 GB)
    Szerintem az i3 karcsú lesz hozzá. Én még az én i5 2400-ammal is félek tőle, illetve le is akarom cserélni.

  17. #292
    Panker Gergő Regisztrált
    Csatlakozott
    2013. 12. 08.
    Város
    Győr
    Üzenetek
    293
    Idézet Eredetileg Finkoo1980 írta Hozzászólás megtekintése
    Húha... ennek csak a fele igaz, atomdurva lesz...
    Bár pont ezért félek a sok számítástól, és a nagy processzorigénytől, ennél már csak a grafikától tartok jobban... Pfff...

    Az early acces-t lehet refundolni? És ha igen, meddig? Kipróbálnám mit tud a gépemen... (i3 6100, 8 GB RAM, GTX 950 2 GB)
    CPU heavy lesz, de nem feltétlenül a fizika miatt, i3-mal meg sem próbálnám...

  18. #293
    Idézet Eredetileg pankykapus írta Hozzászólás megtekintése
    CPU heavy lesz, de nem feltétlenül a fizika miatt, i3-mal meg sem próbálnám...
    AMD Rxzen 1500X elég lesz? Sajnos csak négymagos

  19. #294
    Kiss Szabolcs Adminisztrátor
    Csatlakozott
    2007. 04. 22.
    Város
    Bp <-> Zalaegerszeg
    Üzenetek
    21.387
    Idézet Eredetileg Finkoo1980 írta Hozzászólás megtekintése
    Az early acces-t lehet refundolni?
    Szerintem biztos, asszem max 2 óra játékidő és a vásárlástól számított max 14 nap a limit, amíg visszakérheted a pénzedet.
    Én már 2x kipróbáltam más címekkel, zokszó nélkül működött.
    infók itt: https://store.steampowered.com/steam...s/?l=hungarian

    Szóval megveszitek, és van 2 órátok kipróbálni, hogy elfut-e..
    Utoljára módosította: neilszab; 2018. 09. 07. 12:29.

  20. #295
    Szűcs Tamás Versenyző izitom logója
    Csatlakozott
    2014. 06. 10.
    Város
    Ecser
    Üzenetek
    799
    Minolin:"First - thank you very much for joining our Early Access phase for ACC.

    In terms of the gameplay elements around the Ratings, Event leaderboards and their game modes, I'd like to share our vision and the elements delivered in the first Early Access release, and open the discussion.


    The vision:
    On the long run, ACC will have quite a number of ratings and subratings. Some of them are focusing on your personal driving behavior, with the goal to be a good friend and help to improve. Some are purely competitive, and will connect you to other drivers. Then we have the multiplayer-related ratings, used to keep things clean and improve the multiplayer experience. Overall, we hope to improve the overall experience and fun, but also get rid of some typical simracing incentives. So this is going to be an invitation to develop from being a simracer to become more of a race driver.

    6 of those ratings will be connected in a progression, where we try to detect the individual driver's capabilities and move the focus on the most important aspects. Those ratings are expressed in a 0-100% scale, and will unlock the next one once you achieved a value of 50%. While you are progressing through the ratings, you will either prove or practice driver-focused categories like Track Competence, Consistency, Car Control. After that, the rating will suggest to start becoming competitive and advance through the Pace, Racecraft and finally Competition rating.


    Early Access Release 1
    We will start with the first 4 ratings. At this point we will collect general feedback and feelings, analyse the data in terms of "how many drivers settle down where" and test the system. It will be also the first time where the backend servers have "real" load.
    During the whole Early Access, the rating profiles may be reset for various technical reasons, so don't worry about your rating too much.
    Let me go through the actual ratings and their expected effects:


    TR - Track Competence
    During this stage, every track has 3 "medals" to earn. We start out very easy: Do one clean lap without cut or spin.
    For beginners, this of course requires to learn the track, which is the very basic requirement of anything that will follow. Go slow and easy, at this point nothing else is important. Blue feedback colors mean you are slow (which is much better than too fast), Green is perfect, yellow/orange/red indicates mistakes or overdriving you should avoid.
    Also, your TR rating can't get worse at any time. Go out and drive, even testing something can't have any negative impact on TR.

    The 2nd medal is similar: Do clean 2 laps in a row, that is without loss of control and with a (very low) minimal pace. Once you achieved this, the TR rating will be at 50% and unlock your next task: Consistency.

    At this point, you always have the choice to focus on the next rating, or to improve the previous one(s).
    There is one more track medal to earn: 4 clean laps in good conditions (adjusted lap requirement in wet/night conditions). Please note that your TR rating will not go to 100% during the Early Access.


    CN - Consistency
    The ability to consistently drive lap after lap is one of the key features in real racing, but for some reasons largely underrated in the simracing world.
    Being consistent first means you are trained to find a pace you can do reliable lapping in - many laps without a spin or major problem. This will unlock many features (like being able to race others), and will help you to understand if different lines or setups have any actual impact.
    But the most important: you just have more fun after all!

    During the CN phase the Rating system will assist you with feedback for each corner, where green is very consistent to your latest laps, while yellow/orange/red indicates a very different way of driving. In case you noticed you got faster or slower in one corner, do NOT try to compensate in the next corner.
    Cutting/losing the car will vastly reduce this lap's consistency, so make sure you find a good pace you are very comfortable with. The whole point is to be able to just drive without ruining the car, or messing up otherwise.

    Similar to TR, the CN Rating can hardly drop once you have driven a bit. Usually the worst thing that can happen is that it just doesn't improve. Improvements/high ratings are possible when doing either very precise laps, or many consecutive laps - or both. So for example if you are doing well in lap 3 to 6, and then add one bad lap - this session's CN rating will be derived from 3-6, unless you add a streak that is even better. It is very important that the first 3 ratings are considered as friendly companions which are there to help you, and only you can see them. I'm looking forward to your feedback and impressions.

    Once you have managed to achieve 50% CN rating, you will unlock the last driver-focused one: Car Control. Still keep an eye on your CN rating from now on, basically anybody should be able to at least have ~80% - you just need to consider this an important skill. Be assured, your practice investments will pay out big times.


    CC – Car Control
    You often hear that racing is about "the limit", and it's absolutely true. But we see a common misconception in simracing, while the real racing is the opposite: Most simracers are trying too hard. Riding on the limit really means on the very thin line of your tyre's grip, and going faster than that is actually slower and much, much more dangerous.
    This rating will watch at various aspects and give you feedback where you lose time due to slow transitions etc, but much more important gives you feedback when you go too fast. First you should try to avoid any overdriving, that is find the correct steering angles and have the car under/at the limit any time (otherwise feedback is color yellow-red). Once you are able to avoid overdrive, you will notice everything is becoming easier while you won't be slower (or even pick up some pace). At this point you want to watch where you lose time because of being below the limit, usually this is about slow input transitions and careful corner entries.

    Again, the CC Rating is meant to be your personal friend. The Rating is able to slowly decrease based on what and how you do it; but this is a very slow process and easy to catch up with some good practice sessions.
    If you reached 50% CC - you are ready to get serious and enter the first competitive rating: Pace!


    PC - Pace
    Having proven you can handle your GT3 car, we are ready to enter the Competition - the title is not "Assetto Corsa Basics" after all.
    Pace is the first rating that cares about laptimes and track performance. Those are measured in different Event Leaderboards, where you will challenge other drivers.

    During the Early Access phase we will see a set of Special Events every new month. Those are connected to dedicated leaderboards, which directly influence your Pace rating: Your best Rank is your Pace rating. 50% means you are exactly in the midfield, 100% means you have a world record in one of the current event leaderboards.

    Starting with Release 1, you can pick the "Hotlap" Event #1, which is basically what you expect: Dry, Daytime, perfect but fixed conditions, anything resets when you cross the start/finish line. Go for the best laptime possible.

    The events #2 and #3 are (in my opinion) much more interesting: We introduce the "Hotstint" gameplay mode. The starting conditions are 100% comparable as well, but the goal is to drive as many laps as possible within a given time. Your leaderboard rank will be the result of the laps done (and time needed). While the Hotlap mode is a nice display of potential quickness, you will need to be a much more complete race driver to excel in the Hotstint category. Consistency, risk management and reliable pace are the key components.
    This month's events will be a short stint in pretty good conditions (Event #2) and a medium (35 minutes) stint with a transition into the night (#3).


    Recap
    I would like to remind you again that the driver-oriented ratings' purpose is to help understanding how you drive, and give feedback on where you can improve - which has the ultimate goal to give you a better and more enjoyable time in simracing. This effect of course depends on your "entry" level, so skilled simracers (and actual race drivers) will have a very different experience compared to less experienced drivers. I'm looking forward to the feedback of everybody, so please don't hesitate to drop your feelings even if you feel you are on the entry level - maybe your feedback will be the most important in the end."

  21. #296
    Szűcs Tamás Versenyző izitom logója
    Csatlakozott
    2014. 06. 10.
    Város
    Ecser
    Üzenetek
    799
    Marco FB:"So, the wait is almost over, by Wednesday 12 you can finally have a first taste of what you can expect from Assetto Corsa Competizione. So, what you can expect?
    In terms of content, as you might know, the Lamborghini Huracan GT3 and the Nurburgring GP Circuit. As we have done with Ferrari and Porsche before, by 2017 we established a very good partnership also with Automobili Lamborghini and Lamborghini Squadra Corse, and since they won the last Blancpain GT Series Championship, we have been glad to pay them a tribute, allowing our user base to have the Huracan GT3 as first driveable car in the game.
    The Nurburgring GP has been choiced as first track for more than one reason: we are going to release the game in the same week of the Blancpain GT Weekend at the Nurburging, so you will have the chance to enjoy the next race even more; also, next week we'll join the Simracing Expo that is organized by ADAC right at Nurburgring circuit, so all the guests will have the chance to play the game at the Expo on the same track. Last but not least, the Nurburgring GP is one of the oldest 3D assets produced for Assetto Corsa 1 in 2012: through the years we improved our modeling and graphics tecniques, and in AC1 some difference in terms of details and visuals between the Nurburgring and the latest tracks like Redbull Ring and Laguna Seca was quite visible. Most of parts and details of the Nurburgring in Assetto Corsa Competizione have been re-made from scratch, so, selecting this circuit for the first release of the new game, you will have the chance to see that that Assetto Corsa Competizione isn't a sort of "copy&paste" operation from AC1, but a completely new game.
    In general, except for Nurburgring GP, Monza and the Ferrari 488 GT3, for the Early Access program we wanted to offer to our user base the chance to enjoy the game with cars and tracks not available before, like Misano, Paul Ricard, BMW GT3, Bentley GT3, and so on, and we hope you will like this choice.
    Coming back to the first EA build, as opponents for quick races and special events you will not be forced to race only against other Lamborghinis: so you will find also some Ferrari, McLaren, Nissan and Audi cars on the grid. These GT3 have not been completely finalized yet in terms of handling&physics, so you will not able to drive them, but they will add variety and variability to your races, to grant you a lot of fun. The reason is that 1) even if this is a beta, we don't want to make any confusion about what you can expect from AC Competizione in terms of handling, allowing you to drive cars that have been finalized in all its details, and 2) the goal of the Early Access program is not just releasing content, but testing and improving the final version of the game, and proceeding step by step is definetely the best strategy a little team like Kunos (that today employes 22 people) can have. So, the Lamborghini Huracan GT3 is the first one, and I'm sure you will enjoy it.
    The first EA Release gives you access to practice, hotlap, hotstint (that, once will be finalized, I believe it will keep you on the seat for long time) and quick races. About weather and track conditions, you will be able to drive at your favourite time on the overall night&day cycle, and different weather conditions (from sunny to storm) will be available as well, except for the dynamic weather (variable conditions) that is still under development. Also, some online special events will be available as well, giving to you the chance to take your place on the online, worldwide, leaderboard (that you asked for years), and to us the chance to start a massive test for the new rating system (that you asked for years too), with the aim to improve and finalize it within the end of the EA Program.
    At this URL:
    https://www.assettocorsa.net/…/...ing-system-we-want-to-he…/you can find what the guy behind it, Kevin Stuck, is doing for you.
    At this stage, the game is localized in English and Italian [BUT] we'll add more languages during the EA phase OR, at the worse, in time for 1.0 version of the game. We are creating lot of texts for explanations, helps and descriptions to allow you to enjoy the game at the very best, and the translation process isn't easy as you could imagine.
    Options, controls and assists
    The first EA build includes support for keyboard, gamepad and steering wheels. You can navigate the user interface using mouse and keyboard, but (finally) also using the gamepad or the steering wheel. We'll provide some presets for the most popular steering wheel, and we'll add more profiles during the process. However, if you don't find your steering wheel in the list, don't worry, you just need to configure it manually, since most of the DirectInput controllers detected by Windows are detected by AC Competizione as well.
    About the gamepad car control, we worked to provide an improved experience, working on automatic gear algorithms, stability settings and steer assists (if you want to keep the assists on, of course), so that if you don't care / can't purchase / don't have space for a steering wheel, you can enjoy AC Competizione using your gamepad anyway and having fun. In next builds, we'll provide you also more options to customize your gamepad controls at the best, so thank you in advance for your patience.
    In terms of options, you will be able to change your system configuration (video, sounds, etc) even during a session, without the need to quit to main menu and load the session again, allowing you to setup your AC Competizione settings at the best.
    Let me remind you again, that this version of AC Competizione is just the first one of a 6-month dev program, so if you don't find there what you are looking for in terms of functionalities, content, options, don't worry, we are working on it, and the Early Access Program has been designed also to hear from you, getting your feedback and suggestions.
    This is just a little preview of what you can expect to find in the first beta. Let me thank you again for the amazing support you gave us through the years, helping us to improve our simulation more and more. With AC Competizione, we are working really hard to provide you the best racing experience we can achieve, and we hope you will like it. See you on track by Sept. 12!"









  22. #297
    Idézet Eredetileg Erikkonen írta Hozzászólás megtekintése
    Szerintem az i3 karcsú lesz hozzá. Én még az én i5 2400-ammal is félek tőle, illetve le is akarom cserélni.
    Az i5 2400 semmivel nem jobb, mint az i3 6100... kb. egyforma a kettő... a 6100 sokkal újabb technológia, és egymagos számításban igencsak verdesi az régi i5-öt...
    http://cpuboss.com/cpus/Intel-Core-i...l-Core-i3-6100

  23. #298
    Idézet Eredetileg Finkoo1980 írta Hozzászólás megtekintése
    Az i5 2400 semmivel nem jobb, mint az i3 6100... kb. egyforma a kettő... a 6100 sokkal újabb technológia, és egymagos számításban igencsak verdesi az régi i5-öt...
    http://cpuboss.com/cpus/Intel-Core-i...l-Core-i3-6100
    Meglehet, ezért is sejtettem, hogy megérett nálam is cserére a CPU. Amit találok legerősebbet a Socket 1155-ök közül, még megkapja és egy VGA-t. Amikor azok is kevéssé válnak, akkor meg már tutira VR-ra átállás lesz, komplett gépcserével.

  24. #299
    Idézet Eredetileg Erikkonen írta Hozzászólás megtekintése
    Meglehet, ezért is sejtettem, hogy megérett nálam is cserére a CPU. Amit találok legerősebbet a Socket 1155-ök közül, még megkapja és egy VGA-t. Amikor azok is kevéssé válnak, akkor meg már tutira VR-ra átállás lesz, komplett gépcserével.
    Sokáig mondjuk akkor azt nem érdemes halogatni, mert az már egy eléggé elavuló félben lévő foglalat, elméletileg az i7-3770K a legerősebb proci, amit még beletehetsz, de újonnan már azt se lehet egyszerű beszerezni

  25. #300
    Pfennig Kristóf Adminisztrátor Kettel logója
    Csatlakozott
    2011. 06. 21.
    Város
    Vancouver
    Üzenetek
    6.039
    Még 3 nap!
    Az első kigurulásom a lambóval tuti valami zuhogós esőben, félsötétben, slick gumikon lesz

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