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- 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 performance 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 process 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]
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