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Είπαμε, δεν υπάρχει RUF GT3 .... τώρα που κοιτάω τα αμάξια, δεν βλέπω Porsche GT3 πάντως (GT3 class)


Στέλιο,

http://www.assettocorsa.net/forum/index.php?posts/772589

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38 minutes ago, liakjim said:

 


Στέλιο,

http://www.assettocorsa.net/forum/index.php?posts/772589

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I know, απλά στην λίστα από το post παραπάνω δεν την βλέπω, τέλος πάντως έτσι και αλλιώς θα την έχουμε.

 

1 hour ago, konnos said:

Στο PCars μια χαρά υπάρχει :) 

Real life ≠  Pcars

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5 hours ago, wolves said:

 

αχαχαχαχαχαχαχα.... @liakjim πιασε κοκκινο.... !!!!

 

Φαντάζομαι να είναι τώρα στα γραφεία της Kunos μαζεμένοι και να λένε...

 

(Kunos)-Ρε παιδιά πρέπει να βγάλουμε κανα trailer για τις porsche!

(Υπάλληλος Kunos)-Ε άμα είναι θα το κάνω εγώ Marco!

!!!Σπατ!!! 

(505 games)-Να το αφήσεις ήσυχο το trailer!! Εμείς θα το κάνουμε!!

 

 

Γιατί τέτοιο trailer η Kunos δε παιζει να έβγαλε!!!

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Φαντάζομαι να είναι τώρα στα γραφεία της Kunos μαζεμένοι και να λένε...
 
(Kunos)-Ρε παιδιά πρέπει να βγάλουμε κανα trailer για τις porsche!
(Υπάλληλος Kunos)-Ε άμα είναι θα το κάνω εγώ Marco!
!!!Σπατ!!! 
(505 games)-Να το αφήσεις ήσυχο το trailer!! Εμείς θα το κάνουμε!!
 
 
Γιατί τέτοιο trailer η Kunos δε παιζει να έβγαλε!!!


Και?

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32 minutes ago, Georgiadis Giorgos said:

 

Φαντάζομαι να είναι τώρα στα γραφεία της Kunos μαζεμένοι και να λένε...

 

(Kunos)-Ρε παιδιά πρέπει να βγάλουμε κανα trailer για τις porsche!

(Υπάλληλος Kunos)-Ε άμα είναι θα το κάνω εγώ Marco!

!!!Σπατ!!! 

(505 games)-Να το αφήσεις ήσυχο το trailer!! Εμείς θα το κάνουμε!!

 

 

Γιατί τέτοιο trailer η Kunos δε παιζει να έβγαλε!!!

Κατα πάσα πιθανότητα όλα αυτά τα trailers είναι από τον JonZ , δουλεύει για την Kunos εδώ και λίγο καιρό...

Έγινε επεξεργασία από Stelios F.
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Κατα πάσα πιθανότητα όλα αυτά τα trailers είναι από τον JonZ , δουλεύει για την Kunos εδώ και λίγο καιρό...


O carbon στις φωτογραφίες είναι αυτός?

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@stelios F.

PORSCHE PACK 2

Release: 22th of November

Edit: These cars are included

Porsche 911 GT3 RS
Porsche 718 Spyder RS
Porsche Cayman GT4
Porsche 718 Boxster S Manual Transmission
Porsche 718 Boxster S PDK
Porsche 919 Hybrid 2015
Porsche 911 GT1
Porsche 962c long tail
Porsche 962c short tail

PORSCHE PACK 3


Release: 20th December

Cars:
Porsche 911 GT3 Cup 2017
Porsche 911 GT3 RSR 2017
Porsche 911 GT3 R 2015
Porsche 919 Hybrid 2016
Porsche 908 LH
Porsche 917 K
Porsche 911 R
Source: Steam Database


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changelog until now:

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 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 Porche 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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Από τον Αριστοτέλη :

The Porsche 917/30 is not a competitive race car. It is not a respectable adversary. It is not a mighty opponent.
The Porsche 917/30 is a killer, full stop. And by killer I don’t mean a wolf hunting down some sheep. I don’t even mean a big white shark chasing a seal or something. No, I mean a T-Rex unleashed upon a group of small mammals trapped in dead end with nowhere to go or escape. It is this kind of terrifying.

While the european motorsport series was strictly regulated in order achieve some kind of balance between competitors, on the other side of the world, the CanAm series placed no restrictions in terms of weight and displacement limits… Mix this rule freedom, with Porsche engineers and with feedback from someone like Mark Donohue famous for his thirst of power and speed, and the result couldn’t be different. While working on the development of the 917/30, the German Porsche engineers took an over 5 litres 12 cylinder turbocharged engine and managed to deliver well over 1100bhp in “safe” turbo boost… it could do more. Donohue comment when he was asked if the power was enough?
“it will never have enough power until I can spin the wheels at the end of the straightaway in high gear.”
And so the 917/30 was developed and unleashed into the unsuspecting CanAm field and devastated it.

The car is not easy to drive as you might suspect. Over 1100bhp at any time, for 800kg on a spyder from the early 70s… it will never going to be easy. On top of that, the configuration of the car doesn’t make things easier either. The enormous 430mm wide rear slicks are locked by a spool rear axle. It means there is no differential. The rear wheels are always locked 100% at all times. This creates quite noticeable coast understeer. You can work out some of it, through the setup, but I’m not so sure you should. You see, the spool rear axle is there to keep both tyres locked under acceleration and this theoretically should give better traction. It would, if you couldn’t spin both wheels at any time, on any gear… but you can blame Donohue for his request to the German Porsche engineers… they sure managed to make him happy, just. There is so much power, so much torque and so much turbo lag, it is very hard to keep traction. On the other hand the car has a short wheelbase and is almost wider than longer, so it’s not that easy to drift around either. So either you do a setup to make the car turn and then feed the accelerator with an egg under your foot… or you go for the opposite. You make a setup with as much traction as possible, become very patient on turn in and mid corner, and then unleash the beast (literally!) at the exit. It might not be the most enjoyable way to drive it, but it works laptime wise. Oh almost forgot. Remember to adjust your driving style as the car becomes lighter from fuel consumption. Before thinking it shouldn’t change that much, let me remind you that it has 400litres fuel tank. Four - hundred - litres.

The Porsche 917/30 won every single race but one, of the CanAm series in 1973; a series were excess was the norm.
So no the 917/30 is not a legendary car. There no finesse in it, no adversary that reminds of it as a nice car to race against.
The 917/30 is a killer. “The Can-Am Killer”.

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πριν 8 λεπτά, το μέλος Georgiadis Giorgos έγραψε:

Ξερουμε τιποτα για το season pass? Γιατι ωραιες οι porsche αλλα δε θα αγοραστουν μεμονομενα!!

Λογικα σημερα θα βγει και το season pass....

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After more than 12 years away from the hardcore sim-racing world, the Porsche Brand finally arrives to #AssettoCorsa. Kunos Simulazioni are working in a close and official partnership with the prestigious car manufacturer to release a series of three DLC packages, that will include the most iconic, authentic, awesome cars created by Porsche during its glorious history, with the aim to provide the most accurate Porsche virtual experience ever.

The Porsche Pack Volume 1 introduces some of the most iconic Porsche cars ever created, coupled with some of the most recent models of the Porsche 2016 line-up, with the aim to offer a perfect mix between road cars, hypercars, as well as modern and historic GT and racing models.

CARS INCLUDED...
Porsche 911 Carrera S
Porsche 918 Spyder
Porsche 911 Carrera RSR 3.0
Porsche 718 Cayman S
Porsche 917/30 Spyder
Porsche 935/78 'Moby Dick'
Porsche Cayman GT4 Clubsport

Download on Steam NOW! > http://store.steampowered.com/app/526060/

The Porsche Pack Volume 1 is scheduled for release in November on PlayStation® 4 and Xbox One!

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