Featured ACC Early Access - Release 6.. not yet.

Discussion in 'ACC General Discussions' started by assettocorsamods, Feb 26, 2019.

  1. assettocorsamods

    assettocorsamods Administrator Staff Member

    May 30, 2014
    Likes Received:
    The last milestone on the roadmap presented and unofficially committed to last year, was Release 6. It was scheduled to be released on February 13th. However, and even if Kunos managed to keep the previous 5, it seems that 13th meant bad luck (even though in Italy that would be.. 17th ?) and they could not make it. Initially announced as a 1-week delay, with this announcement:

    "Dear ACC forum community,

    we apologize for the delay that this news had about the forum post, but all the team is pushing with developing and testing our refactoring build, planned for next week on Steam. Since this forum remains the perfect place to go deeper in facts, the news is now implemented with some cool detail at the end of the news. As you might know, if you follow our activities on the official support forum, after releasing the first set of multiplayer features we decided to re-write some of the gameplay logic elements related to session handling, race timing and penalties, which manage both single and multiplayer game modes. The decision came in order to make improvements to the overall game structure, and ensure that multiplayer features are as efficient as possible to suit our goals, since they are a highly important component of Assetto Corsa Competizione. Refactoring is never an easy task, but the good news is that the surgery has been successful. The code is recovering well, but we need a bit of time to properly test all aspects of the title to make sure all functionalities and updates that will arrive in the 0.6 release work as we – and you – expect them to. Therefore, we now plan to release v 0.6 next week.

    The new build will include the Monza circuit and both model years of the Nissan GT-R Nismo GT3 cars, 2015 and 2018, which – for the time being – will replace the 2018-spec Honda NSX GT3, previously expected to be released in February, and now scheduled to be included in the 1.0 version of Assetto Corsa Competizione. The reason for this change is that we simply require more time to finalize the NSX package to provide you the best possible virtual counterpart of this amazing racing car. To most early adopters, these slight changes should not come as a big surprise, since they are part of an early access programme: nevertheless, we would like to thank you for your patience and the amazing support we have received from you, which is the key reason why we continue to work hard to deliver a simulation game that can meet your expectations. As soon as we have more info to share and a confirmed launch date, we will let you know And now a sneak-peek for you guys on the forum, because the changelog will be rich of exciting topics, let us whisper: Radar, Camera Features, CPU Optimizations, Weather updates and some more. We can’t wait to release what we have in store for you."

    So basically, everybody was hoping for one week delay. However, and as it usually happens in software/game developing, initial estimation was too optimistic. Issues to be sorted, features to be tested, you know how it goes. Bottom line, last Tuesday, we got the news that more time is needed:

    "Dear ACC users,

    We would like to share some updates on the current situation of the next version of ACC: Early Access 6th release. Our development team is still working hard to close the current stage of the refactoring operation we announced after our previous release. Since there are also new features coming together with the content update that includes the two Nissan GT-R Nismo GT3 cars and Monza Circuit, such as camera updates, telemetry features, netcode improvements, CPU optimizations etc., we prefer to take the right amount of time to deliver a stable package. Our plan currently is to release when we feel comfortable showcasing the current stage of development to the general public.

    Our progress to version 1.0 and beyond will be explained during the following weeks, and we have some interesting and unexpected news coming pretty soon, but since this is the last scheduled update of the Early Access Programme, we would like to offer a solid update while waiting for what is to come.

    We would like to use this opportunity to say our thanks regarding your feedback on our official forums and your patience to prefer to wait for a solid update rather than a fast one."

    How much ? We don't actually know. And probably neither does Kunos, judging by this part in particular :D : we prefer to take the right amount of time to deliver a stable package. Our plan currently is to release when we feel comfortable showcasing the current stage of development to the general public.

    This approach is understandable, since until now ACC was in Early Access, which meant they could get away with almost anything. In my opinion, it's good they take their time and do not rush into releasing something just for the sake of it. Hopefully one lesson learned from AC. Don't get me wrong, I love AC (and with the amazing work modder did, it's a treat) but boy, did Kunos left a lot of annoying things unfinished..

    Anyway, that's another discussion, and to finish on a positive note, waiting might come with a "free" bonus. Stefano teased this: "Well the delay on the 0.6 update gave me some unexpected time to work on AI.. had 2 weeks of crazy coding, hopefully it'll be good stuff and you guys will enjoy the changes."

    Fingers crossed. Good luck Kunos. Future looks nice indeed (and ready to eat graphics cards for breakfast..)

    ACC Monza.jpg
  2. luchian

    luchian Administrator Staff Member Pilot RLR

    Jun 3, 2014
    Likes Received:
    As additional hint (or maybe to confuse more ? :D), there was this Marco(TM) moment also (approximate translation) :

    "How many things have happened in a year and how many things happen every day. With complicated days, which give you the motivation to give the best, and the beautiful ones that make you catch your breath and remind you how beautiful it is to look with satisfaction at what you are doing. We are late with the last build, because not all donuts succeed with the hole (n.b. Italian saying ?), because every now and then we make mistakes and we have to go back, but also - and above all - because we don't like to do the little task and if we are convinced that we can do better, we have to and we want to do it. Can we really succeed, it's another story, but we put all into it, and we invent what is missing. Roman pragmatism and Neapolitan creativity, Venetian determination and Modenese concreteness. And inbetween Greeks and Turinese, 'cause noone is perfect. XD"
  3. Prototype

    Prototype Well-Known Member

    Dec 24, 2018
    Likes Received:
    JHB / SF
  4. luchian

    luchian Administrator Staff Member Pilot RLR

    Jun 3, 2014
    Likes Received:
    Time to turn on the microwave, there's a lot to reheat :whistle:

    - Added Nissan GT-R Nismo GT3 2018 model year.
    - Added Nissan GT-R Nismo GT3 2015 model year.
    - Added Monza Circuit.
    - Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
    - Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
    IMPORTANT: old camera settings will be lost.
    - Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
    - TV onboard (F6) cameras added for available cars.
    - Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
    NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
    - Rewrite of multiplayer/gameplay code to improve stability and session progression.
    - Ingame menus restructured and divided into Garage and Pause menu.
    - Ingame HUD reorganised and added session status widget.
    - New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
    - Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/index.php?threads/0-6-multiplayer-server-configuration-for-server-admins.54830/
    - Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
    - Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
    - UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
    IMPORTANT: your previous menu, graphical and game settings will be lost.
    - Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
    - Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
    - Added session type tags in the UI car selection page to help identify entries eligible in different race types.
    NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
    - Added model year tag in the UI car selection to help identify car models in different evo versions.
    - Assist options will now reliably update when changed during a session.
    - Further adjustments to headlight effects in TV cameras.
    - More realistic full formation lap with AI.
    - AI aggressiveness tuning.
    - AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
    - Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
    NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
    - Improved raindrop effects on car windshields.
    - Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
    - Automatic wiper assist now reacts to water spray and not just rain.
    - Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
    - Improvements to car vs. track surface collisions.
    - Audio channel usage optimization.
    - Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
    - Added new spotter messages.
    - Added race communication alerts.
    - Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
    - Important race communication alerts are displayed for a longer time.
    - Better highlights overtake detection.
    - Optimized CPU use on all threads.
    - Optimized replay memory usage.
    - Optimized netcode and bandwith usage for Multiplayer servers.
    - Volume and audio settings now affect the intro music.
    - Added video sequences volume.
    - Fixes to various car LODs to reduce pop-in in racing scenarios.
    - Adjusted driver position in the BMW M6 GT3.
    - Adjusted driver steering animations.
    - Adjusted wet tyre shader and added ambient occlusion on tyres.
    - Fixed potentially wrong resolution and crashes when starting the game.
    - Fixed multiple crashes occurring when quitting sessions.
    - Fixed replay time multiplier not resetting on session change.
    - Fixed potentially wrong car location detection.
    - Fixed static car shadow fading out at high speeds.
    - Improved tyre model combined grip.
    - Improved tyre heat model, especially in overheat conditions.
    - Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
    - Tweaks in preset setups for all cars (we highly advise to not use older setups).
    - Improved vertical surfaces aero model.
    - MoTeC Telemetry implementation.
    - Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
    - MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
    - Added native DBox SDK support.
    - Added option to enable/disable native Fanatec LEDs.
    - Setup minimum fuel load set at 2 litres for all cars.
    - Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
    - Steering ratio tweaks for all cars.
    - Monza BoP A adjustments for all cars.
    - Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
    - Sand traps now slow the cars down.
    - Fix to unreliable car spawn in certain situations.
    - Flipped cars will automatically spawn in the pits.
    - Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
    - Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
    - Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
    - Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
    - Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
    - Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
    - NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
    - NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
    - Backend servers: improved reconnection stability.
    - Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
    - Passworded servers can now be created.
    - Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
    NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
    NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
    NOTE: The Broadcasting API is temporarily disabled
    - Added rear-view camera display in Lamborghini Huracán GT3.
    - Consistent mirror resolution in all cars.
    - Fixed ghost car not working in some instances.
    - Ghost car now has a more stable render
    - Fixed replay highlights increasing with longer sessions.
    - Fix to mirror resolution default.
    - Added presession timer to MP.
    - Fix to false-positive DQ resulting from teleporting to pits.
    - Fixed standings widget not updating total player count.
    - Fixed driving camera resetting after entering and leaving the pause menu.
    - Fixed both Nissans' setup ECU values, now start from 1.
    - Fixed potential issue with road effects settings not saving properly.
    - Race communication durations edited for important messages.
    - Race results now show gaps to leader.
    - AI skill and aggressiveness sliders remember last set values across game modes.
    - Informative help snippets added when selecting each graphics setting.
    - Fixed wrong first lap time when start-finish line is crossed before the green light.
    - Fixed AI erratic speeds during formation lap.
    - Added lumirank update in replay.
    - Enabled detailed animations in onboard cameras.
    - Added session over message for qualifying/practice.
    - Improved AI pace at Monza and Nurburgring.
    - Added intermediate solution to run the formation sequence in Multiplayer. Overtakes may happen, but enables controlled formation sequence.
    - Fixed protocol mismatch on the rating backend, resulting in wrong data.
    - Fixed SA Rating working in Multiplayer.
    - Fixed RC Rating preventing data being stored in Multiplayer.
    - NOTE: Due to incompabilities with the data, the Rating Profiles will be reset again.
    - Fixed end-sequence in Multiplayer: spotter annoucement, checkered flags and so on will now be correctly triggered.
    - Fixed formation sequence not starting when the leader is in the pits.
    - Fixed rare crash in the Multiplayer server, possibly also crashing connected clients.
    - Fixed races not showing time gaps in Multiplayer races.
    - Fixed tyres not being correctly selected based on dynamic weather conditions along with the setup.
    - Added "Official Test Server" opened for experimental features and testing. See the official support forum.
    - Fixed search and password text input issues in VR.
    - Fixed windshield water effects turning off with LOW and MED Effects settings.
    - Fixed EF Jaguar G3 missing hydraulic compressor sound.
    - Lamborghini Huracán GT3 aero correction.
    - Fixed "locked controls" message invisible in VR.
    - Fixed missing pause mode in shared memory causing unwanted shaking in motion rigs.
    - Fixed a bug in server leading to crashes and desynchronization of time, weather and sessions in Multiplayer.
    - Improved collisions in Multiplayer.
    - Fixed Multiplayer collision detection for the Safety Rating (SA).
    - Removed automatic disqualification in Multiplayer; we collected enough data to go on while allowing drivers to enjoy MP without false positives.
    - Added experimental fix to reduce the CPU occupancy in the accServer.
    - Added CPU warnings to the accServer.
    - Fixed name overlays not working for drivers that join Multiplayer.
    - Fixed label visibility in Multiplayer.
    - Fixed Driver Rating Profile displaying wrong data.
    - Disabled Driver Rating Profile "Total progression" chart.
    - Overall volume fine tuning.
    - Nissan GT-R GT3 automatic clutch fine tuning.
    - Ferrari 488 GT3 BOP correction.
    - Bentley GT3 2016 BOP correction.
    - Fixed automatic assist engine startup issue.
    - Improved AI pace all over the board
    - Disabled the option for randomWeather in the Multiplayer server.
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