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Je l'ai etj'aime...

un peu.
0
Aucun vote
beaucoup.
7
70%
A la folie !
2
20%
Pas du tout !
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Nombre total de votes : 10

Assetto Corsa [PC-X1-PS4]

Message » 15 Oct 2016 23:23

Des nouvelles de 3 prochains DLC Porsche :D
Chaque DLC contiendra 7 modèles de Porsche et coutera 6,99€.
21€ au total pour 21 voitures. C'est juste hallucinant :o

Mais il y a encore mieux ! Un season pass sera disponible d'ici quelques jours pour acquérir les 3 DLC au prix de 15€ !!! Je suis sur le cul :o :love:

Voici les voitures du 1er pack:
911 Carrera S
935 Moby Dick
918 Spyder
Cayman GT4 Clubsport
718 Cayman S
917/30
911 Carrera RSR 3.0 1974

À savoir aussi qu'il y aura une Porsche gratuite dans la prochaine version 1.9 : Panamera G2. Il y aura aussi un nouveau circuit : Silverstone 60's

Que tout ça va être bon :D

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Fred-L
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Annonce

Message par Google » 15 Oct 2016 23:23

Publicite

 
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Message » 16 Oct 2016 16:41

A-t-il eu droit à des MAJ sur PS4 pour les problèmes de tearing et de son fort aliasing ?
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Message » 16 Oct 2016 20:41

alan.dub a écrit:A-t-il eu droit à des MAJ sur PS4 pour les problèmes de tearing et de son fort aliasing ?

Oui, ils ont réglé les problèmes de tearing et de framerate instable. Pour l'aliasing, je ne sais pas.
Le mieux est d'aller voir le patch note de la dernière mise à jour.
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Message » 20 Oct 2016 19:28

Fred-L
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Message » 21 Oct 2016 11:12

Plein d'images du Porsche Pack 1 :)

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Fred-L
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Message » 24 Oct 2016 20:02

Fred-L
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Message » 24 Oct 2016 20:02

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Message » 26 Oct 2016 10:10

La version 1.9 ainsi que le Porsche Pack 1 sont disponibles depuis hier soir.
Voici le changelog plutôt conséquent :)

Code: Tout sélectionner
- New Porsche 991 Carrera S (Porsche Pack #1 DLC)
- New Porsche 918 Spyder (Porsche Pack #1 DLC)
- New Porsche 718 Cayman S (Porsche Pack #1 DLC)
- New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
- New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
- New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
- New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
- New Porsche Panamera G2 Turbo
- New Silverstone 1967 historic track
- Added session time/laps on the top of the screen (laps are the leader ones)
- Now race is over when the car complete its lap and the leader has finished his last one
- Added dynamic ARB
- Fixed possible collision still active on race restart
- Added ERS recharge digital display
- Improved precision on all digital leds
- GT3 cars use tire model v10.
- Fixed TC sound distortion when triggered for the first time
- New camber grip variation formula (Thank You Nao!)
- Simplified DirectX 11 initialization
- Added official "Sparco" license to Assetto Corsa
- Added Ballast system through Ballast App (single player only)
- Added new F9 vertical layouts
- Added new driver + crew texture system
- Added new personal driver texture
- Fixed virtual mirrors rendered when not necessary
- Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
- Improved FFB App UI, so label is readable by VR users
- Added multiplayer splits
- Added Time Table leaderboard mode: this includes realtime splits and delta
- Added Fmod optimizations
- Added Anti-Wrecker protection
- Fixed AI "flapping" DRS in traffic
- Improved autoshifter
- Improved laptimes board by adding splits and tyre compound
- Fixed backfire animation freezing after session change
- Fixed leaderboard history in multiplayer
- Added voting spam protection
- horizon locked view removed from Bumper camera
- Delta App reviewed
- Fixed possible flickering in case of engine stall
- Added backfire animation to Zonda R
- python new functions and members
- getCarTyreCompound(carid)
- Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation
- Fmod updated to 1.08.12
- Updated SDK for modders
- Removed reverb snapshot in the Fmod project
- General audio engine code cleaning and bug fixing
- Vastly improved Fmod resource usage
- Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
- Fixed listener priority for cars in pits. They don't steal the priority anymore
- Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
- Overall volume balance
- 7.1 surround should now work as expected (on all platforms)
- Fixed audio initialization pop when the session starts
- Stereo imaging now works as expected
- Fixed ambience sound affected by reverb zones
- Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
- Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
- Reworked surfaces audio curves
- Reworked skids logic
- Fixed skids positional sound
- New exterior skids sound
- Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
- Reworked code management for traction control and limiter events
- Tweaked wind and limiter sound emitter position in dashboard camera
- Audio compressor on engine_ext event now works as expected when many cars are involved
- Surfaces, crashes and skids are now properly audible in chase and track cameras
- Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
- Fixed load/coast smooth for AIs and multiplayer
- Fixed transmission smooth and pitch for multiplayer opponents
- Engine volume setting is now related to the player/focused car
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
- Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
- Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
- New dirt sound effects
- New brake squeal for some "old" cars
- Added audio fade when track camera changes
- Added [VERSION] section in audio.ini
- Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
- Slightly modified gear grind sound
- Fixed wrong listener position for track and car cameras in some situations
- added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
- added templates for Porsche Vol. 1 cars
- fixed excessive brake light brightness on Ford Mustang
- minor graphics fixes on Triple Pack cars
- [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
- [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
- Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini
- Packers now use bump stop rates
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Message » 26 Oct 2016 10:12

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Message » 29 Nov 2016 19:56

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