1. Do you need support for Assetto Corsa Competizione? Please use the proper forum below and ALWAYS zip and attach the WHOLE "Logs" folder in your c:\users\*youruser*\AppData\Local\AC2\Saved. The "AppData" folder is hidden by default, check "Hidden items" in your Windows view properties. If you report a crash, ALWAYS zip and attach the WHOLE "Crashes" folder in the same directory.
  2. FOR ASSETTO CORSA COMPETIZIONE: If you report issues with saved games, please always zip and attach your entire User/Documents/Assetto Corsa Competizione/Savegame folder!
  3. If your game executable is missing, please add your entire Steam directory to the exceptions in your antivirus software, then run a Steam integrity check or reinstall the game altogether.

"Public Beta" 1.0.7

Discussion in 'ACC General Discussions' started by pankykapus, Jul 31, 2019.

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  1. pankykapus

    pankykapus KS Dev Team Staff Member KS Dev Team

    We are releasing the first preview version of our 1.0.7 Hotfix.

    This update re-enables mid-session saving with multiple instances of saved games, introduces the new 5 collision point tyre model to address kerb-related issues and a new traction control logic, adds various fixes and updates to Multiplayer, overhauls the driver stint logic in endurance game modes, includes important HUD and UI updates, adds initial TrackIR support, adds optimizations to the CPU game thread, overhauls the mouse steering implementation and much more.

    You can read more about the new iteration of the tyre model here

    You can read more about MP changes here and here

    To find information about how to opt into the public beta branch, visit this thread:
    https://www.assettocorsa.net/forum/...ut-hotfix-1-and-the-public-beta-branch.57636/

    Please keep this topic clean and indicate in your reports the version you are using!

    Full 1.0.7 changelog:

    GENERAL:
    - CPU optimization on the game thread resulting in less CPU usage with AI.
    - Added all cars' locations to shared memory.
    - Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages.
    - Added initial TrackIR plugin implementation.
    NOTE: a specific profile is required to be set up, please follow our forums for more information.

    GAMEPLAY:
    - Mid-session saving is re-enabled.
    - Added ability to save multiple games and load then individually.
    NOTE: Championship and Career can still only have a single saved instance.
    - Now save games correctly handle car damage.
    NOTE: it will only work with new saved games.
    - Fixed a bug where restarting the engine was not possible in certain cameras.
    - Fixed a bug with championship status when starting a new championship with another season in progress.
    - Fixed wrong blue flag when only one car remains on the track.
    - Reworked driver stint logic in Endurance game modes.
    - Added driving time limit per driver in Endurance game modes.
    - Added driver stint requirements per different Endurance modes as per real-life regualtions.
    - Improved AI strategy in stint-based game modes.

    AUDIO:
    - Disabled possibility to trigger the Helicam audio during intro sequence.
    - Stop&Go penalty engineer audio message.

    CONTROLLERS:
    - Mouse steering overhaul.
    - Steering linearity added to controller settings.
    - Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right).
    - Fixed clutch limit bug when using maximum deadzone.

    UI/HUD:
    - Added Save Game window in the main menu to load saved games.
    - Fixed chat window auto pop-in bug when receiving messages.
    - Electronics and pitstop MFD page made more compact.
    - HUD and car dash delta relinked to same source.
    - Adjusted button alignment in the Replay menu.
    - Fixed a bug where saving a setup with "/" in the file name would create a new folder.
    - Fixed a bug where controller input was lost on the leaderboard page of the career and championship.
    - Car previews now reliably load high-res textures in preview screens.
    - Small car previews now reliably load on the Special Event pages.
    - Added replay leaderboard and 'Toggle HUD' button in the replay HUD.
    - Removed redundant "Driver" button on Player page.
    - Updated UI background images and logos.
    - Championship end-page logic review.
    - Restyling of the championship and career pages.
    - Added option to scale race HUD widgets.
    NOTE: in this implementation it allows the player to resize the elements of the race HUD overall.
    - Added "Continue" button for championship weather page.
    - Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again).
    - Replay HUD now allows camera cycling during free camera.
    - Disabled ideal line during replay.
    - More reliable 'stop the engine' message during pitstops.
    - Improved lapped information for realtime leaderboard when the cars are on the same lap.
    - Improved filter for gap information in the realtime leaderboard.
    - Added driver stint and remaining driving time information in the pit strategy page of the MFD.
    - MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page.
    NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop.
    NOTE: maximum driving time is the key information to follow in endurance races.
    - Added pit limiter popup display when entering the pit entry zone.
    - Added helicam and onboard cameras to the broadcasting app.

    GRAPHICS:
    - LOD adjustments on various models.
    - Wheel rim material adjustments for various cars.
    - Update to Black Falcon team liveries.
    - Potential fix for the random open-close car door animations during gameplay.
    - Fix for brake lights of hidden cars visible when limited opponents visibility is used.

    PHYSICS:
    - New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion.
    Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption.
    - Tyre model improvements to better handle high load peak situations and high rolling resistance peaks.
    - Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns.
    - Tweaks to tyre model rolling resistance model. (Fixed and speed sensitive RR variations).
    - New Traction Control operation. TC now simulates a two step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before.
    This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut.
    - New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars.
    As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allow him to use the power at will.

    - Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc).
    - Car collider tweaks for various models.
    - Fixed tyre core temps not properly saved and loaded.
    - Fixed incorrect tyre wear when restarting race after loading a saved game.
    - Tweaks to weather temperatures and sun phase.
    - Tweaks to water dissipation rates.
    - Fixed a setup bug with wet/dry setups on session changes.
    - Fixed bugs related to setup naming.
    - Fixed a bug with speed limiter status in neutral gear.

    MULTIPLAYER & RATINGS:
    - Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap.
    - Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap).
    - "Speed up to 50kph" message will not trigger when starting in the pitlane.
    - Pit menu selections now are more adaptive, also removing the "Setup" button as spectator.
    - Entering an empty server as spectator will now properly start with the pitlane camera.
    - Slightly increased the ping limit for CP servers.
    - Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap.
    - Added server health diagonistics, usable in the UI for further client updates and as admin command.
    - Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers.
    - Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties.
    - Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets.
    - Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather.
    - Reduced the rate of weather changes for high randomness settings.
    - Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not).
    - Added "dumpEntryList" flag, usable on non-public servers.
    It will save all connected cars and drivers to a entrylist.json when a Q session is finished.
    - Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server).
    - Fixed total race time having an offset in result jsons.
    - Fixed playerIds not filled in the json results when defined by entry list.
    - Fixed car category not being configurable in every scenario (using the entry list).
    - Collisions during the race wait time won't affect the SA rating.
    - Removed randomization from "wrong tyre" warnings.

    TrackIR is now implemented, and requires the following:

    A basic TrackIR user profile that has all the relevant settings and some basic, neutral curves applied so you can have a good starting point with a functional profile (you can finetune the curves for different responses or use a different center key mapping, etc...) is included in the attachment of this post.

    The profile needs to be copied into this folder: C:\Users\YOUR_USER_NAME\AppData\Roaming\NaturalPoint\TrackIR 5\Profiles

    The profile needs to be selected via:
    [​IMG]


    EDIT: FOR SERVER ADMINS
    I've attached a "public beta 2" server version, that replaces both the preview and what you found in the first public beta build. It contains a fix to the high temperatues, and a quite massive performance and timing improvement. I highly recommend to move to this server, especially if you already use one of the 1.0.7 variants (but it's also clearly better than any 1.0.6 server).
    Please keep me posted about your findings, both in terms of *new* issues, but also how smooth the experience is. I bet you will see the difference in CPU occupancy in the new widget, but also looking at cars.
     

    Attached Files:

    Last edited: Aug 7, 2019
    SpeedyJ, Apex Maibom, trutya and 99 others like this.

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  3. Minolin

    Minolin Staff Member KS Dev Team

    First sorry for the server admins, didn't manage to get the v3 handbook ready for now. Will attach it here during the weekend.

    Quick explanation about the new "server health" UI element:
    upload_2019-8-2_17-37-33.png

    CPU <average> <peak>
    Gives the server's current CPU occupancy in % (for the server process). In theory it should be fine until it hits the 90s, and even then it's nothing to worry about - once we go past 100 it'll become "interesting".

    QoS <average> <minimum>
    Gives the "Quality of Service" (equal to the AC1 QS number) in % of all connected cars. In a nutshell, if anything goes below 100 we aren't perfect, if we fall below 98 or 95 it looks like the server is in trouble. If only the 2nd number is bad, this may be one single client with a bad connection (= his problem), while having an average falling to 90s would mean the server has a bad connection or is at the bandwidth limits.

    LAT <average>
    Average Latency (ping) of all connections. This should be around 20-150 ms, dependent on who is connected. If this number goes high (above 300 or 500), it indicates a server problem

    PING <number>
    Is your personal ping to the server, with a small resolution (basically jumping in steps of 6ms, don't worry).


    This small insight should give us a feelin of the server's quality, and (hopefully) also help to understand certain issues - if something feels wrong, have a look there (or better screenshot) and add the information to a bug report, so we can understand where possible issues are located.

    Edit: Ah, and obviously the 1.0.6 servers do not supply the correct data, I think you can spot them via 0 QoS values. Official Servers should be up to date, as the sophisticated community servers
     
    Last edited: Aug 2, 2019
  4. ignission

    ignission Racer

    Boom!!! What a nice surprise for the weekend, nice one guys :)
     
    LucaBenj likes this.
  5. LucaBenj

    LucaBenj Racer

    Ehhhh ... What?!!!
     
  6. Nico1979

    Nico1979 Gamer

    there is no need for a new car setup? the default setups remains unchanged?
     
  7. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    Default setups remain unchanged. In some situations, because of the new flex simulation of the tyres, with the aggressive setup and high fuel load, you might need to raise a tiny bit both front and rear. Also might need to check your old setup for similar reasons. It works but you might touch with the splitter a bit too much in some turns.

    Also play more with TC settings as the logic is changed and you might find more performance in lower settings. Some cars gain more than others, for example the Mercedes has definitely better traction now.
     
  8. thebaz

    thebaz Rookie

    Indeed! Just tried the Mercedes@Monza... it's better than before IMO
     
  9. Tiger Feet

    Tiger Feet Gamer

    Merry Christmas everyone :D:cool:
     
    f0ff0, mr Switchblade and mr.urlauber like this.
  10. th3o

    th3o Simracer

    wow the feeling when going over curbs is almost completely a different experience, i can literally feel how the tires lays itself over several different surfaces. it might be placebo but i don't think so, it feels much much smoother, i.e. predictable, i.e. more like you'd expect (having driven Nordschleife with pretty powerful cars and going over some of the curbs)
     
    Luca Zari, Chooka, LeDude83 and 2 others like this.
  11. baboon

    baboon Hardcore Simmer

    This changelog is most awesome! Great work, thank you :)
     
    Hanzales and C3PO like this.
  12. menos | M6

    menos | M6 Hardcore Simmer

    That is one MASSIVE change log! Thanks guys and have a fantastic weekend!
     
    Hanzales and ZaidenGER like this.
  13. bgil66

    bgil66 Alien

    I'm glad you guys are having fun, so right after the update my avg antivirus said acc.exe has been blocked because of IDP.GENERIC and quaratined. I am re-installing, unreal.
     
  14. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    Just tell your Antivirus to exempt ACC folder. Unfortunately they do this occasionally
     
    uelas_77 likes this.
  15. pankykapus

    pankykapus KS Dev Team Staff Member KS Dev Team

    Best to add the Steam install and documents folders as an exception.
     
    Ischemica, uelas_77 and Luca Zari like this.
  16. will there be a day when epic gets his hands on vr?
     
  17. tw1st

    tw1st Racer

    Thank you! Hopefully i can test it later !
     
  18. Oblit0r

    Oblit0r Hardcore Simmer

    Wow, just took the AMG around for a couple of laps around Spa (which, to me, used to be a huge frustration) and it feels amazing! This new tire model and the TC has got me excited to play this game more again, the main frustration I had with this game physics-wise has been solved. My sincerest thanks for this!

    Also loving the new UI backgrounds.
     
    Chriss, Florian Boswell, Son and 4 others like this.
  19. cooknn

    cooknn Hardcore Simmer

    Has the 5 collision point tire model ever been done before? Seems like a big deal to me. Very excited to get behind the wheel and experience this.
     
    Last edited: Aug 2, 2019
  20. XettMan

    XettMan Simracer

    Can CrewChief now use the spotter because the car locations are in the shared memory?
     
  21. PuppiesZ

    PuppiesZ Gamer

    YAY , thank you! Just in time. I got my Discord friends to do an ACC race on Sunday. Trying to get them doing more ACC :). Thank you Kunos for working so hard on a sport we love.
     
    warth0g likes this.
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