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Oct 26th, 2016
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  1.  
  2. Assetto Corsa v1.9 - Changelog:
  3.  
  4. - New Porsche 991 Carrera S (Porsche Pack #1 DLC)
  5. - New Porsche 918 Spyder (Porsche Pack #1 DLC)
  6. - New Porsche 718 Cayman S (Porsche Pack #1 DLC)
  7. - New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
  8. - New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
  9. - New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
  10. - New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
  11. - New Porsche Panamera G2 Turbo
  12. - New Silverstone 1967 historic track
  13. - Added session time/laps on the top of the screen (laps are the leader ones)
  14. - Now race is over when the car complete its lap and the leader has finished his last one
  15. - Added dynamic ARB
  16. - Fixed possible collision still active on race restart
  17. - Added ERS recharge digital display
  18. - Improved precision on all digital leds
  19. - GT3 cars use tire model v10.
  20. - Fixed TC sound distortion when triggered for the first time
  21. - New camber grip variation formula (Thank You Nao!)
  22. - Simplified DirectX 11 initialization
  23. - Added official "Sparco" license to Assetto Corsa
  24. - Added Ballast system through Ballast App (single player only)
  25. - Added new F9 vertical layouts
  26. - Added new driver + crew texture system
  27. - Added new personal driver texture
  28. - Fixed virtual mirrors rendered when not necessary
  29. - Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
  30. - Improved FFB App UI, so label is readable by VR users
  31. - Added multiplayer splits
  32. - Added Time Table leaderboard mode: this includes realtime splits and delta
  33. - Added Fmod optimizations
  34. - Added Anti-Wrecker protection
  35. - Fixed AI "flapping" DRS in traffic
  36. - Improved autoshifter
  37. - Improved laptimes board by adding splits and tyre compound
  38. - Fixed backfire animation freezing after session change
  39. - Fixed leaderboard history in multiplayer
  40. - Added voting spam protection
  41. - horizon locked view removed from Bumper camera
  42. - Delta App reviewed
  43. - Fixed possible flickering in case of engine stall
  44. - Added backfire animation to Zonda R
  45. - python new functions and members
  46. - getCarTyreCompound(carid)
  47. - Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation
  48. - Fmod updated to 1.08.12
  49. - Updated SDK for modders
  50. - Removed reverb snapshot in the Fmod project
  51. - General audio engine code cleaning and bug fixing
  52. - Vastly improved Fmod resource usage
  53. - Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
  54. - Fixed listener priority for cars in pits. They don't steal the priority anymore
  55. - Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
  56. - Overall volume balance
  57. - 7.1 surround should now work as expected (on all platforms)
  58. - Fixed audio initialization pop when the session starts
  59. - Stereo imaging now works as expected
  60. - Fixed ambience sound affected by reverb zones
  61. - Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
  62. - Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
  63. - 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)
  64. - Reworked surfaces audio curves
  65. - Reworked skids logic
  66. - Fixed skids positional sound
  67. - New exterior skids sound
  68. - Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
  69. - Reworked code management for traction control and limiter events
  70. - Tweaked wind and limiter sound emitter position in dashboard camera
  71. - Audio compressor on engine_ext event now works as expected when many cars are involved
  72. - Surfaces, crashes and skids are now properly audible in chase and track cameras
  73. - Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
  74. - Fixed load/coast smooth for AIs and multiplayer
  75. - Fixed transmission smooth and pitch for multiplayer opponents
  76. - Engine volume setting is now related to the player/focused car
  77. - When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
  78. - Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
  79. - Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
  80. - New dirt sound effects
  81. - New brake squeal for some "old" cars
  82. - Added audio fade when track camera changes
  83. - Added [VERSION] section in audio.ini
  84. - Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
  85. - Slightly modified gear grind sound
  86. - Fixed wrong listener position for track and car cameras in some situations
  87. - added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
  88. - added templates for Porsche Vol. 1 cars
  89. - fixed excessive brake light brightness on Ford Mustang
  90. - minor graphics fixes on Triple Pack cars
  91. - [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
  92. - [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
  93. - Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini
  94. - Packers now use bump stop rates
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