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  • Re: Assetto Corsa - PC, Xbox One, PS4

    Si conoces Universal Studios y sus simuladores te aseguro q te genera una sensación de movimiento a pesar de no moverse. Es terrible.

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    • Re: Assetto Corsa - PC, Xbox One, PS4

      Me ha pasado de levantarme del simulador agachado para no pegar contra el parante del auto. ???????? te terminas riendo de vos mismo.

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      • Re: Assetto Corsa - PC, Xbox One, PS4

        Joey , me quemo la cabeza mal....

        No pense q te podias meter adentro de esa manera...

        Igual es verdad lo que dije? lleva un par de vueltas acostumbrarse o no?

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        • Re: Assetto Corsa - PC, Xbox One, PS4

          Originally posted by Joeymaurone View Post
          Me ha pasado de levantarme del simulador agachado para no pegar contra el parante del auto. ???????? te terminas riendo de vos mismo.
          o en una piña fea (soy de quien se la pega seguido) cerrar los ojos y agachar la cabeza jajajaja

          me cago de risa en la pieza, solo como loco malo ajajajaj

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          • Re: Assetto Corsa - PC, Xbox One, PS4

            Originally posted by Joeymaurone View Post
            Me ha pasado de levantarme del simulador agachado para no pegar contra el parante del auto. ???????? te terminas riendo de vos mismo.
            jajajaja que flash debe ser, salis re loco del simu, buenísimo, con esto que decís queda mas que claro la inmersión que te genera

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            • Re: Assetto Corsa - PC, Xbox One, PS4

              Originally posted by arielcastillo74 View Post
              Joey , me quemo la cabeza mal....

              No pense q te podias meter adentro de esa manera...

              Igual es verdad lo que dije? lleva un par de vueltas acostumbrarse o no?
              ariel, me meto asi de la nada...

              yo, por desgracia, le compre el DK2 a Mauro, para acostumbrarme estuve una o dos vueltas, tranqui... despues, agarras cualquier simu sin VR y te queres matar, es como que le falta algo...

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              • Re: Assetto Corsa - PC, Xbox One, PS4

                Originally posted by arielcastillo74 View Post
                Joey , me quemo la cabeza mal....

                No pense q te podias meter adentro de esa manera...

                Igual es verdad lo que dije? lleva un par de vueltas acostumbrarse o no?
                Si Ariel, un piloto bastante rapido de Iracing, bastante pro y legendario en ese simulador, ahora empezo a usar los oculus y dice que esta muy lejos de su ritmo con las 3 pantallas, que le cuesta un monton acostumbrarse, pero que sin duda, cuando se acostumbre va a mejorar mucho mas (lo vi en un canal de youtube, no recuerdo cual, miro tantas pavadas)

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                • Re: Assetto Corsa - PC, Xbox One, PS4

                  Originally posted by Joel_L79 View Post
                  ariel, me meto asi de la nada...

                  yo, por desgracia, le compre el DK2 a Mauro, para acostumbrarme estuve una o dos vueltas, tranqui... despues, agarras cualquier simu sin VR y te queres matar, es como que le falta algo...
                  Le falta profundidad, con el oculus ves con profundidad, cuando puedan lograr un campo visual mas amplio será la realidad misma y el cerebro no sabrá apreciar si es real o virtual lo que esta procesando.

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                  • Re: Assetto Corsa - PC, Xbox One, PS4

                    Originally posted by arielcastillo74 View Post
                    Joey , me quemo la cabeza mal....

                    No pense q te podias meter adentro de esa manera...

                    Igual es verdad lo que dije? lleva un par de vueltas acostumbrarse o no?
                    Mas que un par de vueltas, es aprender a medir de nuevo, ahora siento que puedo ir pegado paragolpes a paragolpes con otro y no tocarlo en ningun tiro,, antes del oculus no podía hacerlo con naturalidad digamos, inclusive me doy cuenta un poco antes cuando patina de atras, no se es distinto.
                    Inclusive hay que aprender a enfocar distinto los ojos, hay que acordarse de pestanear para que no se te sequen.. parecen giladas pero la podes pasar bien o muy mal.
                    A mi me sigue costando despues de un despiste, hacer marcha astrás y primera, que los ojos vean el movimiento y el estomago no sienta ese movimiento, ahi hay una desconexion importante.
                    Y si los golpes son horribles al principio, mi vieja casi me tira el escritorio al piso, quien la mandó a manejar un cobra! jajaaj

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                    • Re: Assetto Corsa - PC, Xbox One, PS4

                      Originally posted by huguito17_03 View Post
                      Le falta profundidad, con el oculus ves con profundidad, cuando puedan lograr un campo visual mas amplio será la realidad misma y el cerebro no sabrá apreciar si es real o virtual lo que esta procesando.
                      lo de la profundidad es posta, esta muy bueno

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                      • Re: Assetto Corsa - PC, Xbox One, PS4

                        Originally posted by Joeymaurone View Post
                        me doy cuenta un poco antes cuando patina de atras, no se es distinto.
                        Me paso exactamente eso, sentis que el auto va de cola de una manera extraña , pero te hace girar mejor.

                        Comment


                        • Re: Assetto Corsa - PC, Xbox One, PS4

                          Se que nada que ver (o si), leí por ahí que cambiándole la fuente al G27 por una de mayor amperaje (no voltaje) se aprovecha mucho mas la potencia de los motores y mejora significativamente el FFB sin arriesgar la vida útil del volante, ya que la fuente original se queda corta en los momentos donde el FFB requiere toda la potencia de los motores y no se aprovechan los mismos al máximo. La fuente tiene que ser de 8 amperes maximo, que es la maxima corriente que soporta la electrónica del volante, alguno hizo eso?, en mi caso peno un poco con el FFB ya que le reemplace el volante por uno de competición de 350mm y al aumentar la palanca se pierde un poco de feeling en el FFB

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                          • Re: Assetto Corsa - PC, Xbox One, PS4

                            Originally posted by huguito17_03 View Post
                            Se que nada que ver (o si), leí por ahí que cambiándole la fuente al G27 por una de mayor amperaje (no voltaje) se aprovecha mucho mas la potencia de los motores y mejora significativamente el FFB sin arriesgar la vida útil del volante, ya que la fuente original se queda corta en los momentos donde el FFB requiere toda la potencia de los motores y no se aprovechan los mismos al máximo. La fuente tiene que ser de 8 amperes maximo, que es la maxima corriente que soporta la electrónica del volante, alguno hizo eso?, en mi caso peno un poco con el FFB ya que le reemplace el volante por uno de competición de 350mm y al aumentar la palanca se pierde un poco de feeling en el FFB
                            Le tenes que meter unos coolers si o si en caso de hacer eso ya que se cocinan los motores.
                            Alguien metió motores eléctricos de autitos RC?, es una mod zarpada que muchos hacen.

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                            • Re: Assetto Corsa - PC, Xbox One, PS4

                              Originally posted by Gerardo View Post
                              Le tenes que meter unos coolers si o si en caso de hacer eso ya que se cocinan los motores.
                              Alguien metió motores eléctricos de autitos RC?, es una mod zarpada que muchos hacen.
                              Si con una fuente de 6A no es necesario ya que no se sobre calienta, con una de 8A es recomendable un cooler arriba de la carcasa y dos perforaciones en los laterales para crear corriente de aire y refrigerar la placa y los motores, tengo ganas de hacer esa mod.

                              La de los autitos RC, no la sabia, se pueden cambiar los motores originales por motores que tengan mas par?, seria un golazo eso.

                              Comment


                              • Re: Assetto Corsa - PC, Xbox One, PS4

                                Nuevo update para PC v.1.13...

                                AL CARAJO EL MAZDA 787b!!!!!

                                Kunos Simulazioni have today updated Assetto Corsa to build version 1.13, adding for free the classic Mazda 787B and Mazda Miata, plus the Porsche 911 RSR 2017 to Porsche VIII DLC owners.


                                The latest build update adds a considerable number of fixes and brand new features to Assetto Corsa, not least of which is the first pass at including HTC Vive VR support for the PC version of the game, revered grid races and mandatory pit stop window options for race events.


                                In something of a surprise move, the inclusion of reverse grids and mandatory pit windows are a very welcome addition from Kunos and should prove to be a very nice additional element of strategy for racing both in offline and multiplayer environments. Released in a statement as part of the build 1.13 change log notes, the reversed grid feature will reverse the full finishing order for the second race, with players who retired / disqualified from the first event placed at the rear of the field in retirement / disqualification order. This is a brilliant feature to add to the simulation and big thanks should go to Kunos for adding this extra element of functionality to the game.


                                The other stand out new racing option, mandatory pit window, is another surprise from the Italian developers. When explain how this feature will work, Kunos stated:
                                "Pit window can be added to the race session. As a design choice, players need to stop at their pit box within the pit window to have a valid pit stop. Players with pit boxes further down the pitlane need to take this into account before deciding on their strategy. Players may make additional pit stops before and after the pit window, but only making a mandatory stop in the indicated pit window will validate their race. Server admins must decide on a pit window that allows all players, regardless of their pit box position, to comfortably make a pit stop under normal racing conditions."



                                In other exciting and unexpected news, it looks like Kunos have made their first step towards potentially bringing driver swop functionality to the title (yey). A rather innocuous line in the change log that could easily be missed by those not of the keen eye looks like this - "Added car Steam ID sharing in entry list: each car in the entry list can feature multiple GUIDs. Players can share that car (one at once). The name inserted in the entry list is used as driver name." Now I'm not a technical guy so more than likely I wouldn't really know what this means and skim over it somewhat, however the gentleman responsible for coding this bit of line, Kunos staff member 65.Manu has offered this interesting explanation of the new coding:
                                "It's the 1st step to a more complete driver swap functionality: right now setup will not be shared (can be solved using server fixed setup system), the new player will have a brand new car and mandatory pit will not work (yet).


                                In order to have a more detailed system lot of time needs to be spent and structures need to be redone. Hopefully we will be able to add it without braking everything, but no promises here".


                                With such great endurance racing tracks and cars, a move towards supporting longer races and driver swop features is a very welcome move by Kunos and will go a long way towards opening up new and exciting possibilities with the game in online racing environments.


                                Moving away from feature releases and game fixes for a moment, Kunos are also adding three new cars to the simulation during this build, with the Mazda 787B of 1990's Le Mans fame and the somewhat slower but probably equally entertaining normally aspirated Mazda Miata both receiving some love as additional free official content. Both cars will be added to the simulation at no additional cost to PC players as part of the new update.


                                Assetto Corsa players who purchased the third and final instalment of the recent Porsche DLC packs will also have a nice new bonus as the much delayed 2017 edition of the 911 RSR is to make it's long awaited debut in game. Initially due to be included as part of the standard Volume III Porsche DLC pack, Kunos have had to delay development and release as they gather more data on a car that had at that stage seen precious little on track running. Now that Kunos have received access to the necessary data and spend time developing the car, the Italian studio have made good on their earlier promise and included the RSR as an update to the original Volume III Porsche DLC package. It is worth noting that this car will only be available to VIII DLC owners, and does not replace the 911 Turbo S that Kunos included initially as a stop gap measure to appease fans disappointed by the delay. You can see some images from the car and a nice little write up from Kunos below.


                                [ATTACH]180688[/ATTACH]
                                "While retaining the typical 911 design, this is the biggest evolution in the history of our top GT model,"


                                These are the words of Dr. Frank-Steffen Walliser, head of Porsche Motorsport, on the all-new Porsche 911 RSR 2017. The 2017 Le Mans and WEC racing machine produces around 510bhp at 8000rpm and features a mid-engine configuration. This brand new Porsche GTE/GTD racecar has been designed from scratch, and features an ultra-modern, flat-six engine positioned in front of the real axle.


                                The latest build of Assetto Corsa (version 1.13) is available to download for Steam PC players right now and will download automatically next time you restart your Steam client. You can see the full changelog below:


                                Update v1.13
                                • New Porsche 911 RSR 2017 for Porsche Pack 3
                                • New Mazda MX-5 Miata NA
                                • New Mazda 787B: mod skins made for the original 787B mod will need to be updated using the new template
                                • Added OpenVR/Vive support (beta)
                                • Fixed Mazda MX-5 ND setup ride height false indication
                                • Fixed Alfa Romeo Giulietta QV gearbox damage
                                • Adjusted Lotus 72D and Ferrari 312T tyre compound wear and heat ranges
                                • Fixed Flag rendering for VR
                                • Fixed colour balance for emissive items (lights+digital) when Post Processing is turned off
                                • Added downshift protection alert (can be disabled through the launcher options
                                • All GT2/GTE cars default to Medium tyres now (also for AI)
                                • Fixed broken rendering when OCULUS mode is selected but no Oculus is actually connected
                                • Added Pitstop arrows to DirectInput Dpad: bind to the wheel dPad: can be overidden by controls.ini [ADVANCED]DPAD_INDEX_OVERRIDE=0
                                • Added Pitstop quickmenu + Setup pitstop strategy: this can be custumized and disabled by system/cfg/pitstop.ini [SETTINGS]USE_MOUSE_PITSTOP=0
                                • Updated Fanatec library to support new wheel bases.
                                • Fixed possible CPU warning when player gets retired.

                                Multiplayer Features
                                • Added reversed grid races: The race session will be restarted in reversed grid order based on the standings of the previous race. Players disqualified in the first race will start from the back of the grid in the second race, regardless of their position being within the reversed grid range.
                                • Added locked entry list in pickup mode: same as in booking mode, only players already included in the entry list can join the server (password not needed).
                                • Added car Steam ID sharing in entry list: each car in the entry list can feature multiple GUIDs. Players can share that car (one at once). The name inserted in the entry list is used as driver name.
                                • Fixed server result log not displaying invalid laps.
                                • Fixed end-of-race session status for lapped players in lap races.
                                • Added Mandatory Pit: A pit window can be added to the race session. As a design choice, players need to stop at their pit box within the pit window to have a valid pit stop. Players with pit boxes further down the pitlane need to take this into account before deciding on their strategy. Players may make additional pit stops before and after the pit window, but only making a mandatory stop in the indicated pit window will validate their race. Server admins must decide on a pit window that allows all players, regardless of their pit box position, to comfortably make a pit stop under normal racing conditions.
                                • Updated Shared Memory


                                http://www.racedepartment.com/thread...-added.133459/

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