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[Official] Assetto Corsa Information & Discussion Thread - Page 64

post #631 of 1631
Quote:
Originally Posted by Cybertox View Post

Funny how after 6 months they were able to only design 7 new cars models and a new circuit.

I imagine it's because they are spending their time and money porting the "game" to consoles, rather than actually finishing the game on PC first.
post #632 of 1631
A different studio is working on the console version.
   
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post #633 of 1631
Quote:
Originally Posted by andrews2547 View Post

A different studio is working on the console version.

I'm not sure why this excuse is viewed as acceptable in the video game dev sphere. It doesn't really matter, the money that went to hire the other studio could have been used to finish the game. If they want to develop for consoles, fine, but it should be a very small portion of their budget at this point and the main focus should be development and support for AC for PC. But everyone knows support and post-launch development don't bring in piles of money the same way that a shiny new product does. Straight out of the EA executive handbook.
post #634 of 1631
At first finish the game, then port it properly to other platforms. Porting an unfinished game is pointless as then you will have to update all the three versions on a regular basis. Money should be spent on hiring additional employees for Kunos, otherwise we will continue getting 7 cars and a new circuit every 6 months which is pathetic.
Edited by Cybertox - 10/5/15 at 11:09am
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post #635 of 1631
Quote:
Originally Posted by fcman View Post

I'm not sure why this excuse is viewed as acceptable in the video game dev sphere. It doesn't really matter, the money that went to hire the other studio could have been used to finish the game. If they want to develop for consoles, fine, but it should be a very small portion of their budget at this point and the main focus should be development and support for AC for PC. But everyone knows support and post-launch development don't bring in piles of money the same way that a shiny new product does. Straight out of the EA executive handbook.

AFAIK, 505 Games (the ones who are porting and publishing the Xbone and PS4 version) went to Kunos and offered to do the console work, not the other way around. This could be a good thing. Something similar happened with Kerbal Space Program and in the last few updates (1.0.0 onwards) had more more content added in updates since than there has been since version 0.17.

If anything, 505 Games is going to pressure Kunos to make more content quicker for the console versions.
Quote:
Originally Posted by Cybertox View Post

At first finish the game, then port it properly to other platforms. Porting an unfinished game is pointless as then you will have to update all the three versions on a regular basis. Money should be spent on hiring additional employees for Kunos, otherwise we will continue getting 7 cars and a new circuit every 6 months which is pathetic.

Since 20th of December 2013 - 20th of December 2014, there had been 16 new cars and 1 track added with 2 cars planned (RUF Yellowbird and GT86) and 3 added tracks. Since 21th of December 2014 - present, there has been 19 new cars and 2 tracks added with 18 cars planned.

I can't find any info for planned tracks, but like I said above, AFAIK, 505 Games are porting the console version as well as publishing it without getting any money from Kunos, so they are most likely pressuring Kunos to make more content faster. They had already shown the Ferrari F138 (2013 Ferrari F1 car), the SCG003 and Audi R8 LMS before they were announced for PC.
   
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post #636 of 1631
Some screenshots of the upcoming content.



uynSHqS.jpg
B8ILqSm.jpg
yAEnKCq.jpg
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post #637 of 1631
Where is the update? Its the 8th.

Edit: INB4 the release is some stupid and really inconvenient timing following a certain retarded time zone. You are an Italian Developer, use 00:00 CEST as release.
Edited by Cybertox - 10/8/15 at 12:25am
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post #638 of 1631
They will use the standard time people use to release things on Steam. I think it's 00:00 PST which is still ~10 hours away
   
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post #639 of 1631
Well, I guess no AC for me today, just wanted to try out the 64 bit client before leaving to uni. Dont know whether its gonna be worth it buying the dream pack. The new BMW M4 looks pretty lame if you ask me.


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post #640 of 1631
Update 1.3 is now available. This is the final change log for 1.3

- 64bit build
- Car physics is now calculated in separate threads
- Fixed KERS disabled in pitlane
- Added soft locks (use [SOFT_LOCK] ENABLED=1 in system/cfg/assetto_corsa.ini)
- Added support for DRS zones
- acServer is now stressing much less Go' GC and should offer more stable performances
- Added FORCE_TGT to force low res timer in assetto_corsa.ini
- acServer is now using Go 1.5, faster GC
- Added server welcome message
- Fixed gear ratio appearing with a double "/" in setup screen
- Fixed acServer unable to read ini values with a "=" character (ex AUTH)
- Fixed driver name displayer not obeying to saved settings in MP
- Fixed acServer not creating "results" folder automatically
- New algorithms to calculate skid volumes and pitch, now working globally in the entire simulation
- Added grain and blister readings in the setup info screen
- Added downshift protection to gearboxes
- Lap count is now reported using 16bit unsigned integer to server plugins
- Now using triple buffer when vsync is on to reduce latency
- Exposure settings are now persistent
- Fixed audio clicks on surface events
- Tyre flat spots are now taking into account tyre softness
- Windscreens now receive shadows
- ksEditor: now it uses the same ingame engine.
- ksEditor: added project menagement
- ksEditor: added user personalizations
- ksEditor: added floating windows and layout system
- ksEditor: added Weather and PPfilter loader
- ksEditor: added recent files/project management
- ksEditor: added node filter in scene panel
- ksEditor: added Material by Texture in Materials panel
- ksEditor: added scene icons and side function buttons
- ksEditor: added texture detail on Material panel
- ksEditor: added Texture Review windows in Utilities
- ksEditor: fixed reload texture function
- ksEditor: now the default CultureInfo is en-US (number format, ect)
- ksEditor: added FOV, Near Plane Slider, Mouse sensitivity, camera angle and position under Viewport
- ksEditor: added Dashboard tab
- acServerManager: removed some upper limits on parameters
- acServerManager: preset name/description is more clear
- acServerManager: added welcome message
- acServerManager: added qualify limit
- acServerManager: added fixed setup management
- acServerManager: fixed upload on ftp. Now cfg folder is not deleted.
- Fixed driver textures on serveral cars
- Fixed circuit outline on track selection UI
- Camera Dev App now save F1 cameras' exposure and pitch, F6 cameras' exposure, fov and position and angle
- Removed background from Performance Delta App
- Redesigned and faster code for logging
- Updated Tyres V5 for GT2 and GT3 cars, should give less understeer.
- Zonda R and Ferrari 599XX and Formula Abarth now have V5 tyres.
- Less lift off oversteer for Evora S on street tyres V5
- GT3 and GT2 cars updated aero stalling for front splitter and diffuser
- GT3 slight performance balancing
- Mclaren MP4 GT3 tyre corrections
- Fixed TC digital item showing 0 based index when multiple TC level are available
- Now showing Cold and Hot pressure readings in setup status
- Added "NA" for IMO temps reading when no set has been swapped out
- Added support for track dynamic objects
- It is now possible to join a server using admin passoword and be automatically granted admin rights
- Joining a server with admin password will override the session "closed" status
- Added "ban_id" admin command to ban a user and send straight to blacklist
- Remote cars in multiplayer now generate skidmarks
- Fixed EDL wrong calculation order

The DLC should be available to purchase very soon if it isn't already. It's not showing on the store page for me.

The DLC is available, currently at 20% off.
   
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