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liakjim

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Everything posted by liakjim

  1. liakjim

    Assetto Corsa Competizione

    RD Interview with Kunos about ACC coming up on Youtube later today!
  2. liakjim

    Assetto Corsa

    Φτιάχτο ρε χαχαχαχα
  3. liakjim

    Assetto Corsa

    Τώρα είδα ότι λείπει ένα "να φανταστώ" από την από πάνω πρόταση.
  4. liakjim

    Assetto Corsa-Mods-Downloads etc.

    Εξαιρετικά νέα. Τους έστειλα 5 ευρουλακια. Στηρίξτε τους και εσείς. Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  5. liakjim

    Assetto Corsa

    2018 Nations Grand Prix @Lylankor δεν μπορώ να φανταστώ κάποιον καλύτερο για να εκπροσωπήσει την Ελλάδα!
  6. liakjim

    Automobilista

    Drift and Snow Coming to AMS Build 1.5.1 The final build 1.5.1 of Automobilista is heading our way soon, and with it comes a comprehensive representation of the world of drift! As promised back at the end of 2017, Reiza confirmed they are working hard at developing a drifting element of the simulation and it looks like the work is paying off rather handsomely, with some early previews of some of the cars that make up the new category released to the public late yesterday. Now many simulation fans know Reiza are pretty good at getting physics and FFB right in AMS, and as such it will be interesting to see how they manage to represent the world of drifting once the 1.5.1 update comes out in the near future. Our first impressions? Well check out the video below: As well as the Drift mode, the upcoming build has one or two more features and pieces of content to get excited about. Alongside the various drift variants of vehicles (see below images), we will also be getting a Super F-Dirt RallyX buggy and a snow covered winter version of the Buskerud location! If that isn't enough, Reiza also confirms the latest build will contain a "comprehensive revision of the AI code" as well as several fixes and updates. Happy days indeed for fans of AMS...
  7. liakjim

    Assetto Corsa Competizione

    http://www.eurogamer.it/articles/2018-03-03-assetto-corsa-competizione-intervista Μετάφραση με google translate: The announcement was anticipated by a teaser on the social a few days before and ten days ago the veils were raised on the next driving game of Kunos Simulazioni, the Italian team that in 2013 arrived on the market with Assetto Corsa, affirming it as a simulator capable of bringing the genre to peaks of popularity that have not been seen for some time. Already from the first press release it was clear that Assetto Corsa Competizione will not be a simple Assetto Corsa 2, but a new product from a technical and content point of view, thanks to an absolutely prestigious license like that of the Blancpain GT. A championship that includes numerous sprint and durability competitions for the most famous GT cars including many of the most important automotive brands in the world: Ferrari, Porsche, Lamborghini, Aston Martin, BMW, Mercedes, Bentley, Audi and McLaren. That the license Blancpain GT was a perfect outlet for the potential of Assetto Corsa we had already guessed a year ago, privately announcing the Licensing Manager of Kunos Simulations to get information on the new project of the team based in Vallelunga ("Assetto Corsa Blancpain plays good, no? "). Marco Massarutto, as a consummate dissimulator as he always was, had not hesitated to pass us false and biased information that gave the new game first as a shopping cart simulator, then Reliant Robin, until the bombshell of the purchase of the official Wacky license Races from Hanna & Barbera. Today Marco is here with us to make amends for his mendacity, but above all to answer a series of questions about what we can really expect from Assetto Corsa Competition in the coming months. Ciak turns around: the laserscan capture of the circuits is also hard work like this, as can be seen from the tired expression of Marco Massarutto. Eurogamer : Hi Marco and welcome back to the pages of Eurogamer.it. First of all, congratulations for the announcement of Assetto Corsa Competizione, the acquisition of the Blancpain GT license is really a hit. Marco Massarutto : First of all, I reject any allegation and strongly support the idea of making the game of Wacky Races! But since this is a complex undertaking, in the meantime we play around with the Blancpain GT Series. Seriously, it was a very delicate negotiation, so it was necessary to keep the utmost secrecy until all the mosaic tiles went right, and it was not easy because the management of many aspects related to licensing is different than in the past. The SRO, which holds the image rights of the Blancpain GT Series was more than happy to receive our proposal, already knew Assetto Corsa and the idea that we were to produce an official video game based on their league has thrilled them since right away, but we were not the only actors. At that point it was necessary to conduct a negotiation that convinced everyone, on the thickness of the product but also on all aspects concerning the respective brands involved. But what surprised me was their genuine enthusiasm and the support they gave us: they are real fans of Assetto Corsa Competizione and also the way they supported the launch went beyond our expectations. Eurogamer : The introductory video immediately puts things in clear: races at night and rain thanks to the introduction of the Unreal Engine 4. Definitely Assetto Corsa Competizione will be a nice leap forward in terms of aesthetics: we have to wait for a more challenging game under the PC and console hardware profile to be deployed? Marco Massarutto : The engine of the first Assetto Corsa was designed in-house and therefore has fewer features than an engine like the Unreal Engine, but it was optimized for specific needs; the limitation in the management of multiple lights made it automatically lighter. The Unreal Engine 4 is an extremely powerful system in terms of functionality and can guarantee, if used correctly, a truly remarkable graphic impact, but it has a higher specific weight and obviously requires more powerful hardware. How much, we can only say it when the optimization process will be completed. Eurogamer : What other features do you expect to implement from a graphical point of view? Will the Unreal Engine have limitations on the VR support or triple screen? Marco Massarutto : The EU4 particle system allows you to efficiently simulate a large number of effects: from drops to splashes of rain, to sparks, and more. Trees, vegetation and public will be animated and in 3D and the circuits will include different contour elements, which will make the racing environments much more alive and immersive. It is one of the aspects on which we have changed our approach compared to the past, opting for the kind of "staging" that the public thinks can be found in a circuit and that derives mainly from what he sees on TV during F1 and MotoGP races. . Regarding VR and triple screen, considering the excellent support offered by UE4, many features are still under study. Let's not forget that it is a constantly evolving engine and in Epic they have every interest in keeping the software / hardware compatibility level high.Eurogamer : How many cars do you expect to put on track at the same time as you go to Unreal Engine 4 during a race? Marco Massarutto : We are still working on it and it is a response that depends on many factors: the AI works on the same physics that influences that of the player and this leads to a more demanding CPU workload to make the behavior convincing. The same is true for graphical assets: we are rebuilding them from scratch to adapt them to the new engine and we are still far from the desired level of optimization so we can not yet give an answer that will be the result of this dual development channel. Eurogamer : With the purchase by Digital Bros, many fears were for a more accessible and less simulative drift of your next product. From the press release, however, we understand that the maximum attention to realism and care for the simulation details will be a priority also for Assetto Corsa Competizione. Marco Massarutto : I also heard him say when we produced Assetto Corsa on console with Digital Bros, and we showed that these were unfounded fears. But the publisher first and the property now, is aware that giving up the main added value that we can guarantee in terms of realism and immersiveness, would lead to homologate the Assetto Corsa brand to other racing games that can count on much higher budgets. So once again I can confirm that we will continue with the goal of creating a compelling and realistic simulation. Eurogamer : How far will the distance separating Assetto Corsa Competition from the first chapter of the series on physics, driving model and force feedback be? Is it possible to expect a substantial evolution of your technology in these three key areas of the game? Marco Massarutto : If you look at our history, you will see that Ferrari Virtual Academy is an evolution of the predecessor netKar PRO, while there is a generational gap between these two and Assetto Corsa. With AC Competizione there was another jump, in all respects. Starting from physics, which benefits from the past experience and a new approach on tire models and deformations, on transmission, suspension and aerodynamics, more in-depth and specific of the sports series we are reproducing. The quality of force feedback and the driving model for us has always been a direct consequence of physics, so it benefits from the improvements mentioned above. We are also working on many aspects on which there was more room for growth: to give an example, in Assetto Corsa, manage the algorithms related to the automatic transmission on a range of cars that ranged from the 500 Abarth of the 60s to the Ferrari FXX K it was not easy and led to a compromise that balanced very different powers and transmissions. This compromise was not effective in all situations: this time we worked with the goal of making the algorithm more versatile and performing in all situations, with excellent results. Dynamic lighting and rain: courtesy of Unreal Engine 4. Eurogamer : The implementation of rain poses new challenges from an aesthetic point of view but also from pure physics. How much has the rain cleared the cards as you have dealt with it from a technical point of view? Marco Massarutto : There are aspects that we are still studying so that rain does not represent a gimmick trivialized by excessive simplification. The goal is to ensure that driving in the wet does not become more difficult than it actually is, also because the wet racing tires provide a considerable grip, compared to road "sisters". Judging from the current results, I have to admit that the wet riding we are developing is much more fun and less frustrating than I would have thought. Not to mention the spectacularity and unpredictability that adds to the races: players will be required an approach that can adapt to changing circumstances, then a new skill set compared to Assetto Corsa where the grip of the track could only increase with the proceed with the session. At the appropriate moment we will give you more details about it. Eurogamer : Obviously on the social networks have already begun the speculation: some already point out Assetto Corsa Competizione as a simple spin-off of Assetto Corsa with the Blancpain GT cars. What can we expect in terms of single-player modes that can differentiate it from the original? Marco Massarutto : If "spin-off" means taking Assetto Corsa, inserting the contents of the Blancpain GT Series, doing a little make-up and packing everything, the speculations are quite far from reality. This is not how we are developing AC Competizione, which shares its know-how with our predecessor and data acquired during years of study, tests and surveys, but was created by starting from a blank sheet. For example, the circuits that the two titles share have been the subject of a deep restyling and updating to represent the most recent and photorealistic version of the real counterparts, not to mention all the new outline elements. The interface, among other things, is totally different not only from the PC version but also from that console of "AC1", and is designed to allow the player to exploit all the potential and functionality of the game, no longer representing a " content browser ", but a system that allows you to experience the Blancpain GT Series in its entirety, manage your pilot profile as a true virtual alter ego, and is designed to allow even the rookie a progression of the experience effective and rewarding. The same applies to other features, both single and multiplayer. Also the Assetto Corsa tracks that will be brought on competition will be completely reworked: four new unpublished tracks of the Blancpain GT Series are coming. Eurogamer : If the license covers all the cars and all the tracks of the official Blancpain GT championship, does that mean that Bentley and Aston Martin and Jaguar will arrive, as well as the already well-simulated cars in Assetto Corsa? So we can expect also the laserscan versions of Zolder, Paul Ricard, Misano and Budapest? Marco Massarutto : AC Competizione is the official game of the GT Series, for which it will include all the cars, the teams, the drivers, the liveries and the circuits of the seasons that we are going to reproduce, including the models and tracks you mention, for which the use of laserscan is a must. In addition, depending on the driver chosen, you can participate in individual races and Sprint or Endurance championships. Eurogamer : About Endurance, how do you plan to manage situations closely related to this type of competitions such as driver changes and mechanical failures? Marco Massarutto : For now we can confirm that the driver change has been scheduled for singleplayer and multiplayer events, but we are still defining many features that will be presented at the right time. Eurogamer : In the press release we talk about new multiplayer features: from how it is presented seems to have been introduced an ELO system that evaluates the drivers' velocity skill and their incident tendency similar to that of Iracing to create a game ecosystem able to separate riders by skill levels. Marco Massarutto : For some time we hired Kevin Stuck, the creator of Minorating, one of the most appreciated and effective third-party rating systems for Assetto Corsa. Starting from that concept we are working on a multi-level integrated system directly in the game, which involves virtual pilots and incentives the growth of both performance and regular performance on the track. There are also other news that we will reveal later. Returning to the previous question, also from this point of view, AC Competizione does not represent a spin off or an evolution of things already seen, but something new. Brands Hatch is a short but rich trail of altitude differences. Eurogamer : Assetto Corsa, thanks to your continuous support, has confirmed a solid and constantly growing simracing platform. The Assetto Corsa Competizione multiplayer will remain free or do you plan to introduce it as a paid service with additional features? Marco Massarutto : We consider multiplayer as something that is part of the experience, it is the very essence of the "Competition": therefore, at the moment we have not considered paying it, and personally I would tend to exclude it from happening. Eurogamer : Two fundamental aspects for the success of Assetto Corsa were the good support of the community in terms of dedicated servers and the possibility to introduce contents with modified tracks, customized liveries and even cars. Assetto Corsa Competition will follow the same lines will be characterized by a more closed ecosystem? Marco Massarutto : We are absolutely aware that the support in this sense was an important element for the success of Assetto Corsa. It's a great way to bring out new talent, to "suggest" new directions to the development team or simply to make a product richer. It is no coincidence that some of the most talented community guys in this sense are now contributing to the evolution of the software with us. The Assetto Corsa Competizione ecosystem is not "closed", it is totally different, in terms of structure, file format and how the data are managed by the UE4. First we are not simply "updating" our software with new content but we are creating a new title from scratch using a new engine, certainly more powerful in terms of performance but that we know less than the Assetto Corsa engine we had created. house. With the development team totally focused on the features and contents of the game - working on a new engine - and considering the time window we set for release, we have not yet been able to take into account the details of the development of a modding platform equivalent to that of Assetto Corsa. Eurogamer : The next summer will start the Early Access on Steam: will be open to all or only a small number of people? What content will it have at launch? Marco Massarutto : The Early Access will be open to everyone: we have several ideas on what should be and how it will be evolved to get to version 1.0, but these details will be revealed later. An important thing is that we will publish in advance a very clear and complete roadmap that will schedule the different releases, to allow the public to clearly understand what they can expect and in what timescale. Making wet driving accessible will be a major challenge in the development of Assetto Corsa Competizione. Eurogamer : Indicatively when you plan to launch Assetto Corsa Competizione? Will the PC version arrive first and then follow those consoles? What versions are currently available? Marco Massarutto : Even on these details we will have to go back later: as far as the console version is concerned, we are developing the game with UE4, which allows porting to different formats. In terms of gameplay and user interface, we are developing AC Competizione respecting the necessary requirements to be able to publish on consoles. That said, what will these formats be, and in what time, it's first and foremost a matter of performance: once we have achieved the best optimization we are capable of on PC, we will check whether the current generation of consoles can guarantee interesting performance. So it's early to answer this question. Eurogamer : Thanks again for your availability Marco and good luck for the development of Assetto Corsa Competizione. Marco Massarutto : It's always a pleasure. And now I'm sorry but I have to go back to the Wacky Races license ... Marco Massarutto's answers are a good compromise between what we can expect from Assetto Corsa Competizione as a whole, but they still lack many important details on the features that we will find in the final version. The game is probably still undergoing full development, but we already see a very precise strategy on what the finished product should be. The prospects for the positive aspects are many, but there are also some uncertainties that only in a few months will be (we hope) fugitive. The first is the focus on a very specific category, which will allow developers to go as far as possible in reproducing the performance of the individual cars, their power and driveability characteristics and the regulations of the Blancpain GT. All this thanks to a technical partnership of the highest level as regards the teams and the circuits involved and the data they can make available. Secondly, the same focus will be a further advantage in terms of updates: Assetto Corsa is an encyclopedia of the present and past simulable, but with 170 cars available, we can only imagine the difficulties of Aristotelis Vasilakos every time a new issue was released Tire model to be adapted to every single car. The much smaller fleet of Assetto Corsa Competizione will therefore be a guarantee of greater accuracy on the simulation front. Finally the pitlane will begin to populate: in the introductory video you can see the drivers entering the car. Ultimately, the choice of this license so strongly focused on the GT3, captures in one fell swoop the interest of virtual pilots who over the last few years have clearly expressed their preference for GT cars to be used in online races, both on open servers, both for organized leagues. Even the cars with open wheels are very strong, but the GTs are in clear majority by virtue of a greater ease of approach that makes them guided by many without reaching the extremes of the cars, adapting to multiplayer in which it can escape some sportellato. The interview does not fully clarify some crucial aspects of this new product compared to Assetto Corsa. In the first instance we find support for modding: from the answer seems to be clear the intention of Kunos Simulations to keep open all doors in view of the launch, but the inexperience with the Unreal Engine may not be the only possible impediment to the flourish of a support to the AC Competizione modification as it was with Assetto Corsa. Our suspicion is that the license of the Blancpain GT may be more pervasive in this sense, with legal implications that may force Kunos to actively restrict the presence of non-original files in the game's folders. Let's not forget that, unlike what happened with the development of Assetto Corsa, now the Vallelunga team is no longer an independent developer with all the restrictions of the case with respect to the freedom of action enjoyed until some time ago. The effects of water seem to be well done, thanks to the possibilities offered by the Unreal Engine 4. Last but not least, the date of publication of the game, which will be released first in the PC version, is still unclear, before arriving on the console. Assetto Corsa remained in early access for more than a year before being officially launched on Steam and from Marco's responses, the impression is that Competition is still far from completion. It is not hazardous to imagine the launch of version 1.0 on Steam in 2019 with the rest of the year dedicated to port build consoles, probably coming in 2020. On this front it will be interesting to understand which versions will be supported. Assetto Corsa on PS4 and Xbox One was clearly a compromise and the feeling is that a very demanding title from the graphic point of view, but also in terms of resources to be allocated to physical engineering, as will be Assetto Racing Competition, could greatly benefit from the greater technical potential of PS4 Plus and Xbox One X, not to mention a possible PS5 that should be in the launch pad for 2020. These are obviously our assumptions and we just have to wait for the opening of the next Early Access to get a first taste of the qualitative level of Assetto Corsa Competizione: the premises for a high level follow are all there anyway.
  8. liakjim

    Assetto Corsa Competizione

    http://www.assettocorsa.net/forum/index.php?threads/assetto-corsa-competizione-%E2%80%93-community-faq-blog.49242/ Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  9. liakjim

    Assetto Corsa

    Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  10. liakjim

    Assetto Corsa

    Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  11. liakjim

    Assetto Corsa

    Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  12. liakjim

    Assetto Corsa Competizione

    Όπως ήταν λογικό και αναμενόμενο, δεν θα δούμε επίσημη υποστήριξη για mods χωρίς όμως να απαγορευτεί. Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  13. liakjim

    Assetto Corsa

    Σε γενικές γραμμές να ξέρεις ότι δεν είναι ρεαλιστικό να έχεις πολλούς κραδασμούς στην κάμερα. Τα μάτια μας και ο εγκέφαλος έχει stabilization system. Δεν ξέρω αν οδηγείς αλλά αν ναι, δοκίμασε σε κακοτράχαλο δρόμο να κοιτάς κάπου σταθερά ΕΚΤΟΣ αυτοκινήτου. Τότε θα δεις ότι τα πάντα κουνούνται στην περιφεριακή όραση αλλά τελικά η εικόνα που λαμβάνεις δεν έχει τόσο πολλές δονήσεις. Κάπως έτσι :
  14. liakjim

    Assetto Corsa

    Unlock ναι, αλλά γιατί οι άλλες 0? Είμαι έτσι.
  15. liakjim

    Assetto Corsa

    Ανέβασα ρυθμίσεις, δοκίμασε. Πρόσεξε την έκδοση που έχω στο header. Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  16. liakjim

    Assetto Corsa

    Όχι δεν μπορούν. Το rhm δίνει τη δυνατότητα να είσαι ανάμεσα στο lock to horizon αλλά και σε non locked. Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk Τις βρήκα. Υποψη είμαι σε παλιοτερη εκδοση
  17. liakjim

    Assetto Corsa

    Εγώ έχω ρυθμίσει ώστε να φιλτράρει λίγο όπως κάνει και ο εγκέφαλός μας στην πραγματικότητα δλδ. Είναι μη ρεαλιστικό να έχεις πολλές δονήσεις. Επίσης έχω ρυθμίσει να μου γέρνει ελαφρώς τη γωνία όταν στρίβω. Όχι πολύ, 1-2 μοίρες. Το κάνω και στην πραγματικότητα. Δεν είμαι σπίτι να ποστάρω ρυθμίσεις τώρα Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  18. liakjim

    Assetto Corsa

    Το rhm φιλτράρει τις δονήσεις δλδ κάνει το ανάποδο από αυτό που θες. Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  19. liakjim

    Assetto Corsa

    Αν κατάλαβα καλά λες το γραφικό κομμάτι και όχι feedback στο τιμόνι. Αν ναι, στις ρυθμίσεις των γραφικών, έχει ρυθμίσεις για τα G's από shake και στους 3 άξονες. Αύξησε αυτό που θες. Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  20. liakjim

    Assetto Corsa

    Κιμι και assetto! Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  21. liakjim

    Assetto Corsa

    Το AC έχει αλλά είναι πολύ πρόχειρη υλοποίηση. Λογικά στο ACC θα είναι ολοκληρωμένη. Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk
  22. liakjim

    Assetto Corsa Multiplayer Racing [Greek Gatherings]

    Ότι θα γίνω (μέτριος) ντρίφτερ στα 40άντα μου, ε αυτό δεν το είχα.
  23. liakjim

    Assetto Corsa Competizione

    http://www.assettocorsa.net/forum/index.php?threads/english-summary-of-marco-massarutto-interview-about-acc.49175/
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