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Assetto Corsa Competizione von Kunos Simulazioni

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Assetto Corsa Competizione  is an upcoming sports car racing simulator developed by Italian video game developer Kunos Simulazioni. The game is an officially licensed simulation of the 2018 Blancpain GT Series season Sprint and Endurance Cups and the Total 24 Hours of Spa and is set to serve as a platform for eSports


Release und Preis-Roadmap: https://www.racedepartment.com/threads/assetto-corsa-competizione-roadmap-price-update.158988/

Erste Physik Infos: https://www.racedepartment.com/threads/new-assetto-corsa-competizione-physics-blog-post.159012/

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Blog über Reifen und Regen von ACC: https://www.racedepartment.com/threads/assetto-corsa-competizione-blog-post-2-tyres.159095/


PS: pCARS2 macht hat solche Berechnungen schon länger im Reifenmodell, gleiches gilt für die Regen- und Streckensimulation. Aber man sieht langsam, die Rechenmodelle für Simulationen werden immer komplexer, je mehr die heimischen PC's rechnen können.

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Mir gefällt es auch sehr gut, Natürlich merkt man, dass es noch Early Access ist, doch optisch und fahrtechnisch macht es schon jetzt sehr viel Laune. Die Freude an GT3-Fahrzeugen ist natürlich vorausgesetzt aber das Fahrgefühl finde ich persönlich jetzt schon super, auch wenn der verfluchte Lambo untersteuert ohne Ende.... xD. Eine Kaufempfehlung ist es meiner Meinung nach alle Weil wert, zumal es zum heutigen Zeitpunkt ja auch nur 25 Stutz kostet.

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ssetto Corsa Competizione Update 2 Build Notes:

  • Fixed “No VR no buy”
  • New first-gen Bentley Continental GT3
  • New Misano Circuit
  • Aero: Non circulatory lift implemented
  • Setup UI and logic changes to accomodate a big number of damper clicks
  • Hotlap has fixed fuel load (10L). Also fuel load slider is not available in UI in hotlap sessions
  • Bumpstop telemetry graphs in setup mechanical balance screen
  • Fixes and fine tuning in setup aero screen
  • Decimal numbers in front aero variation values
  • Code for realistic (displayed) brake bias values
  • Brake bias variation now possible in decimal numbers
  • Fine tuning on preset setups
  • Setup name now shown on top screen title
  • Setup name adds an asterisk when user changes setup values, indicating saving is needed.
  • UI warning when users tries to load a different setup, or a preset, indicating that you might lose your setup changes if any
  • Setup protection against out of limits values
  • Setup Input/Output filtering for car and circuit
  • Setup navigation fixes
  • Fine tuning of Huracan suspension geometry and dampers
  • Fine tuning of tyre model camber gain, IMO heat range, and more
  • FFB option screen new sliders: dynamic damper, road effects
  • controls.json extra FFB values. minDamper, damperGain
  • Stability control is now using different logic
  • Reworked driver steering animation
  • Adjusted safety net position in the Lamborghini Huracán GT3
  • Added driver assets for the teams featured
  • Adjusted water spray effects in the night
  • Nurburgring fixes and improvements
  • Added HUD option for speed unit toggle
  • Added timetables to pause menu & post-session
  • Added sharpness option to video settings
  • Added pitch angle adjustment to camera settings
  • Added Save, Cancel, Defaults and Quit buttons to camera settings
  • Proximity indicator toggle in HUD options
  • Added Sprint Race Weekend and Hotlap Superpole in Game Mode options
  • Track selection page navigation fixes
  • Fixed bug when loading the last gamemode settings
  • Added auto engine start
  • Added auto pitlimiter
  • Fixed Pitlimiter issue with pitlimiter lights on toggle
  • Added multiple starting lights logic
  • Added pitstop logic (basic) for humam and AI
  • Added Sprint race weekend system
  • Practice and Qualify Overtime has a max time of 3 minutes
  • Controller page: Starter, Look functions and Shift can’t be set as advanced
  • Fixed engine forced shut off when return on track after setup changes
  • Fixed wrong weather key on json
  • Fixed weather selection on UI not reset after a special event
  • Added New camera sequence for Full formation lap
  • Tweaked Marshal system to avoid false spline recognition
  • Added logic for flags when in entry and exit lane (slower speed are allowed without raising any flag)
  • Reworked steer scale/steer inverted control options
  • Removed confusing ghost car time references in the gui
  • Added base version of end session highlights
  • Fixed music still on after cliking drive or restarting
  • Audio engine optimizations
  • Added superpole/pitwindow/hotstint event spotter
  • Fixed double engine start inside the reverb zone
  • Minor tweaks for tyres scrub sound on dry and wet conditions
  • Fixed clicks in particular camera switches
  • Fixed pit alarm sound for Nürburgring
  • Minor tweaks for crowd and track speakers distance attenuation
  • Fixed announcer voice stops after some minutes
  • Fixed bodywork noise entering the setup page
  • Removed the possibility to change lights/wiper stage in the replay
  • Fixed mirror visibility in the replay
  • Added current session time, car lap time, valid lap and fuel for replay
  • Slow Motion now affects the entire world
  • Fixed slow motion pause state for replay hud
  • Stability control is now less performant with steering wheel to avoid being used as illegal aid

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Blog über den Bentley Continental GT3 von Aris


The first-gen Bentley Continental GT3 car is... a tricky beast to say the least. The car is heavily based on the street version and this translates in certain aspects of its handling characteristics.

Although the big V8 twin turbo engine is placed behind the front wheels, the car still has more front weight bias. This, together with a higher center of gravity than other GT3 cars, makes the car more prone to roll during turns and results in more weight shifting. On the other hand, the Blancpain Balance of Performance (BoP) permits bigger front tyres for FR cars and those do help the Bentley to have a surprisingly good turn in.

The front weight bias provokes a moderate understeer in mid turn, but it is easily manageable by pressing a bit more on the accelerator and letting the big engine rotate the rear end and point the nose towards the exit of the turn.

Speaking of which, the 4.0-liter V8 twin turbo engine is obviously heavily restricted, but the BOP permits higher torque and power outputs for cars with significant frontal area and thus high drag. As a result, the engine delivers more than 650Nm of torque for a very wide range of revs and around 550bhp of maximum power.

This is both a blessing and a curse as they say. The massive amount of torque is putting under big stress the fat rear tyres and more often than not, manages to break traction, aided by the fact that the rear end is lighter than the front. The traction control does help a lot but it is very intrusive doing so. Lower TC levels are needed in order to get all the potential performance of the car, but it seems that its response is not linear and at lower levels the torque and power can be delivered very violently and can make the rear wheels spin a lot before intervening. When this happens, the very big body of the car can become quite a handful to control, showcasing a completely different aspect of its handling characteristics and becoming much more difficult to control.

The aerodynamics, as usual, play a big role in the performance of any GT3 car. The Bentley is big, there is no denying about it. The frontal area creates a lot of drag and this is only partly counterbalanced by the powerful engine. Certainly the car accelerates very fast out of the slow to medium speed turns, but at higher speeds it simply hits a wall. Not much that can be done about it.

The very long front splitter is another aspect that you must consider. Although it produces quite a big amount of downforce, it is very prone to touch the ground and especially the kerbs. The splitter is very strong to be able to sustain the downforce but on the other hand it means that when you hit a kerb with it, if it not breaks, it can make the front end jump and instantly lose all grip from the front end. Take into consideration this fact when setting the front ride height and the rake of the car. A compromise is needed to keep the splitter off the ground while still producing enough downforce. The very same compromise might introduce a moderate understeer at high speed turns, when the power isn’t enough to make the rear end aid the turning.

Finally, the high drag figures, certainly do not help much with fuel consumption, and the tyres might suffer from all the torque available. Nevertheless, with the proper TC and ABS levels, the car can easily achieve impressive laptimes, but in order to find out the extra hidden performance you need to lean less on the electronic systems and more on your driving skills.

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