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Assetto Corsa Competizione


liakjim

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Από ότι φαίνεται η αγωνιστική γραμμή ΔΕΝ θα είναι απόλυτα δυναμική τελικά όσον αφορά στη χρήση αυτής από τα διερχόμενα αυτοκίνητα ?

Ας περιμένουμε να δούμε τι θα γράψει στο ποστ που λέει.

 

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πριν 20 ώρες, το μέλος liakjim έγραψε:

Από ότι φαίνεται η αγωνιστική γραμμή ΔΕΝ θα είναι απόλυτα δυναμική τελικά όσον αφορά στη χρήση αυτής από τα διερχόμενα αυτοκίνητα ?

Ας περιμένουμε να δούμε τι θα γράψει στο ποστ που λέει.

 

0e041be03c807e9ed01dcf1dbbb46d7f.png

 

πριν 20 ώρες, το μέλος fatalara έγραψε:

Πολλα ζηταμε παιδια, ας χαλαρωσουμε λιγο.

Κοιτα,αφου εχουμε να κανουμε με endurance αγωνες,καλο θαταν να ειναι dynamic track,ελπιζω λιγο επειδη εγραψε "not for now" και πιθανον να εχουν αλλες προτεραιοτητες,που θαναι πιο σημαντικες.

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πριν 29 λεπτά, το μέλος PolomanGR έγραψε:

 

Κοιτα,αφου εχουμε να κανουμε με endurance αγωνες,καλο θαταν να ειναι dynamic track,ελπιζω λιγο επειδη εγραψε "not for now" και πιθανον να εχουν αλλες προτεραιοτητες,που θαναι πιο σημαντικες.

Θες να σου πω μια πραγματικοτητα? μετα το πρωτο διμηνο για να βρεις αγωνα με βροχη θα ψαχνεις με τα κιαλια.

Προτιμω να δωσουν βαση να φτιαξουν το tyre model που σου επετρεπε να κανεις hot lapping σε ολο τον αγωνα παρα να ασχοληθουν με κατι που δεν θα το χρησιμοποιησει σχεδον κανεις. Λιγο με ενδιαφερει αν θα στεγνωνει επειδη περασα με το αυτοκινητο η γτ περασε ο χρονος, εδω οι 7 στους 10 που παιζουν δεν μπορουν να φρεναρουν πισω σου στο στεγνο.

Έγινε επεξεργασία από fatalara
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Αληθεια?...?

Μαλλον δεν εχεις τρεξει αγωνα σε μεικτες συνθηκες με διαφορους συνδυασμους+νυχτα!

Απο τους 500 αγωνες πχ στην κορυφη αυτοι που αλλαξε ο καιρος και εγινε το μη προγραμματισμενο.

Το real weather πλεον ειναι κανονας και επειδη δεν ειναι παντα καλοκαιρι οι οδηγοι τρεχουν και με βροχη.

Απλα διαλεξε σερβερ-λιγκα που δεν εχει μπαμπουινους-ουρακοταγκους-χεραδες και ελα πες μου,θα παρακαλας να βρεχει!

 

 

 

 

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Κοιτα,αφου εχουμε να κανουμε με endurance αγωνες,καλο θαταν να ειναι dynamic track,ελπιζω λιγο επειδη εγραψε "not for now" και πιθανον να εχουν αλλες προτεραιοτητες,που θαναι πιο σημαντικες.
Dynamic θα είναι το track.
Η αγωνιστική γραμμή δεν θα αλλάζει ανάλογα με το που πατούν τα αμάξια.
Βέβαια εδώ έχει μικρή σημασία μιας και τα gt3 έχουν όλα την ίδια αγωνιστική γραμμή.

Τουλάχιστον θα δούμε πιο σωστή συμπεριφορά του ελαστικού στο βρεγμένο , όπως και σωστή συμπεριφορά της αγωνιστικής γραμμής , όχι δεν το rf2 που όταν βρέχει η αγωνιστική γραμμή είναι πάλι και η πιο γρήγορη....

Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk

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πριν 38 λεπτά, το μέλος Dimitris Pappas έγραψε:

Αληθεια?...?

Μαλλον δεν εχεις τρεξει αγωνα σε μεικτες συνθηκες με διαφορους συνδυασμους+νυχτα!

Απο τους 500 αγωνες πχ στην κορυφη αυτοι που αλλαξε ο καιρος και εγινε το μη προγραμματισμενο.

Το real weather πλεον ειναι κανονας και επειδη δεν ειναι παντα καλοκαιρι οι οδηγοι τρεχουν και με βροχη.

Απλα διαλεξε σερβερ-λιγκα που δεν εχει μπαμπουινους-ουρακοταγκους-χεραδες και ελα πες μου,θα παρακαλας να βρεχει!

 

 

 

 

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Αυτο ειπα εγω?

Ειπα οτι δεν με ενδιαφερει αν θα αλλαζει η αγωνιστικη γραμμη βαση του που πατανε τα αμαξια και προτιμω να δωσουν βαση αλλου.

Αυτο με τη βροχη ειναι απλα στατιστικη πραγματικοτητα που δεν αρεσει στους elitists αλλα ετσι ειναι.

Οπως για παραδειγμα τα poll που εκανε η kunos και μας εβαζε να ψηφισουμε τι αυτοκινητο θελουμε, σε ολο το ιντερνετ διαβαζες για το τι υπεροχα ferrari ειχε να διαλεξεις απο τη δεκαετια του 80 ξερω εγω και τελικα εβγαινε πανηγυρικα το F1.

 

Τωρα αν αυτο ειναι καλο η κακο ειναι αλλο θεμα.

 

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Μπορει να μην σε ενδιαφερει,κακως,εσενα αλλα για μενα πολυ καλα κανουν και δινουν σημασια και μακαρι να το πετυχουν.

Απο αλλου τα μαντατα δεν ειναι και τοσο ....ροδινα,πχ ffb tick rate,πολυ χαμηλα....?

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πριν 29 λεπτά, το μέλος Dimitris Pappas έγραψε:

Μπορει να μην σε ενδιαφερει,κακως,εσενα αλλα για μενα πολυ καλα κανουν και δινουν σημασια και μακαρι να το πετυχουν.

Απο αλλου τα μαντατα δεν ειναι και τοσο ....ροδινα,πχ ffb tick rate,πολυ χαμηλα....?

Γιαυτο λεω να φτιαξουν πρωτα τα βασικα και μετα βλεπουμε και τα αλλα.

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 Τί έχει το ffb rate?

 

EDIT: Άκυρο, το βρήκα 111Ηz. Χμμ καλά δε νομίζω να πεθάνουμε κιόλας, λίγες μέρες ακόμη και θα μάθουμε ?

Έγινε επεξεργασία από konnos
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https://www.assettocorsa.net/forum/index.php?threads/the-acc-rating-system-we-want-to-help-you-to-improve.50766/

 

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.

 
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Marco Massarutto

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!
41222147_10212091536477644_6144032609069

 

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https://www.assettocorsa.net/forum/index.php?threads/aero-i-believe-i-can-fly….50787/

 

Wings? Where we going we don't need any wings...
In original AC we could simulate as many wings a we wanted. So you wanted to simulate the body aerodynamics? Put a wing and apply proper values. You had a splitter? Add a wing with different values. Rear spoiler? Add a wing. Diffuser? Vertical fins? Side boards? Buffets. Add a wing. Each wing could have a specific area, lift coefficients, drag coefficients, sensitivity to ride height, yaw sensitivity… even active telemetry inputs that could modify the angle in real time and simulate all those active wings moving around… pretty impressive stuff, many industry firsts and so on. We were quite proud of the aero system in AC…

Great, scratch that and let’s build something completely new.
The aerodynamic model for ACC is completely rewritten from Stefano and Fernando. It doesn’t use an unlimited amount of wings anymore, but takes aeromap data from wind tunnels or CFD and uses them in way that everything in the car body, influences everything.
Ok let’s take a step back and analyze what is happening in real life and why such a development was needed. In real life an object, a racing car in our case, travels through air which is a fluid. Flow and turbulence is created and the shape, size and speed of them is relative to the shape of the object. Now comes the “obvious” but interesting part, a change in the shape of the object, changes the flow and the turbulence. A racing car is a big object and features on the body of the car, change the flow and create turbulences that affect a different feature in a different place of the body. A different front splitter, will not only change the aerodynamic characteristics on the front of the car but will also change the flow at the rear wing and rear diffuser, changing the aerodynamic forces of those features. A diffuser of a different shape or working in a different angle, will also change the flow behind of the rear wing and so the air approaching it, again changing the forces of the wing. A different rear wing shape or angle, can create pressures that change the flow from the front of the car, actively modifying the forces at the front.
Nothing of the above would be possible to simulate with the old system, at least not without some nasty workarounds and side effects that could be taken advantage by players in order to produce unrealistic end results.

The new aerodynamic modelling does exactly what we need. The rear wing can affect the front downforce, the front splitter can affect the rear wing and diffuser, but most importantly the ride heights now become the most important part of car setup. Modern cars that generate big amounts of downforce by the use of splitter and diffusers, are very, let me repeat that, VERY ride height and pitch sensitive.
The difference between front and rear ride height is of massive importance. Changing the front e rear ride height, moves forwards or backwards the aerodynamic pressure point, or to say it in a more simple way, how much of downforce goes to the front or to the rear of the car. Why is this so important? 1mm of ride height change at the front, can move the aerodynamic balance forward or backwards by 0.5% to over 2% depending on the car and rear wing setting. Let me say that again. 1mm of ride height, equals up and over to 2% of aero balance shift. You think it’s not much? 10mm can mean way over 20% aero shift. Good drivers will easily understand changes of 1%. Average drivers might not, but they will have big instability problems with a change of over 5%. Remember, these cars generate way above 500kg of downforce at medium speeds, so that’s a lot of force shifting around.
Furthermore we are talking about static balance. While driving, the car also pitch and rolls. Lifting off from the accelerator at a high speed turn or braking hard while turning in, can have catastrophic results in car stability if the aero “platform” is not setup properly.
It’s not over yet. With speed, the pressure created in front and under the front splitter might change the flow to the rear diffuser or make the front splitter more efficient, thus moving the aero shift even more forwards. This means the car might change balance going faster.
It is clear that splitters and diffuser are very sensitive to ride height. Finding the correct ride height and trying to maintain it in a acceptable range under all conditions is what we call “maintaining the aero platform stable”. One big aid comes from the rear wing. The wing doesn’t travel close to the ground and the flow it receives is relatively clean so its aerodynamic characteristics remain stable. The more rear wing you use, the more you average the pitch and roll sensitivity and you stabilize the car in various conditions. The balance shifts less forward and backwards under pitch and squat. Unfortunately the rear wing adds a lot of drag and of course shifts the whole balance to the rear which brings understeer. So again it’s a compromise but a much more complex one than before. You can use less rear wing angle, but then the car becomes unstable. You can use more rear wing angle but the car becomes understeery as balance, but gains grip because the whole downforce raises.
We’re not done yet. Normally in sims, a change in a wings angle, roll, speed will instantly translate in an equivalent change in aerodynamic effect. For example let’s say we brake hard for a turn and this translates in a pitch of an extra 1° of angle. All the aerodynamic wings will instantly start to generate downforce and drag for an extra 1° of angle. But that’s not what happens in reality. The air can be compressed, the flow can get slower or faster, or can create “pumps” from pockets of air that get compressed and uncompressed. All of this takes tiny bit of time. It acts as if there’s some small amount of lag in the results and, yes you guessed it, it is now simulated in ACC. Sometimes this effect can be your friend, like when you start braking from high speeds it might take a fraction of a second before the balance shifts way forward and by that time your speed is slower. Sometimes it can caught you off guard, like when you’re jumping in a kerb and you think you cleared the first part, only for the aero instability to hit you hard in the second part!

By now it is pretty clear that the aero model is advanced and complex, but how we control the aero platform in an efficient way, except from adding tons of rear right wing? That was the same question I asked myself when for the first time I configured the values and went for a first ride. I’m famous for my self control so my exact words have been: “WTF what have we done?!?!!?”.
Right. It was evident that we needed a much more stiff front suspension to limit pitch. Again remember, we’re talking that we are trying to avoid mere millimetres of ride height change, let alone macroscopic movements! So we’re gonna use bumpstops right? But nobody likes bumpstops, they make you car understeery and they make your car jump on kerbs.. bliah! So we simulated variable stiffness for bumpstops. And more precise bumpstop range. And better control of their placement when you change ride height. And then we had to control the suspension from this all, so in goes a more advanced damping system… and then we realized that we had to do something to help people setup this whole thing… Remember? In AC you can change a bit of ride height, or fuel load and then you need to change again all the alignment to bring it back to your original chosen values. Nightmare.
But that needs a different post, something regarding suspensions and setup…

I told you we worked a lot. I’m starting to realize it from the amount of stuff I need to write for every damn post!

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πριν 9 λεπτά, το μέλος GoMaR έγραψε:

Wtf...με λίγα λόγια;;

Ότι ενώ στο AC, τα aero elements δεν είχαν μεταξύ τους αλληλοεπίδραση (όχι χωρίς μαιμουδιές), τώρα το μοντέλο βασίζεται σε Aero maps , όπως και IRL, με άμεση επίδραση σε όλο το πακέτο πχ αν το splitter αποκόψει την ροή αέρα προς τα πίσω, θα χάσεις downforce σε rear wing και diffuser οπότε θα έχεις μετατόπιση του aero balance μπροστά  = Understeer κτλ 

https://www.totalsimulation.co.uk/aero-map-offer/

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https://store.steampowered.com/app/805550/Assetto_Corsa_Competizione/


MINIMUM:
Requires a 64-bit processor and operating system
OS: Windows 7 64-bit Service Pack 1
Processor: Intel Core i5-4460 or AMD FX-8120
Memory: 4 GB RAM
Graphics: GeForce GTX 460 2GB, Radeon HD 7770
DirectX: Version 11
Storage: 50 GB available space
Sound Card: Integrated
Additional Notes: Game in Early Access, final Specs to be defined


RECOMMENDED:
Requires a 64-bit processor and operating system
OS: Windows 10 64-bit
Processor: Intel Core i5-8600K or AMD Ryzen 5 2600X
Memory: 16 GB RAM
Graphics: GeForce GTX 1070 8 GB, Radeon RX 580 8GB
DirectX: Version 11
Storage: 50 GB available space
Sound Card: Integrated
Additional Notes: Game in Early Access, final Specs to be defined

Έγινε επεξεργασία από PolomanGR
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