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Assetto Corsa


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AC scene ne spremljam že en lep čas. Govora je o season pass. Kaj to pomeni, da gre AC na licenčni model za nekatere DLCje ? Se pravi, da boš kupil licenco za 1 season (1 leto ?) in po tem DLCja ne boš mogel več uporabljati v kolikor ne podaljšaš. Je temu tako ? Ali zgolj online uporaba ne bo mogoča, offline pa bo ? 

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Okayama je zrihtana in je vam na voljo tukaj. Povejte svoje mnenje, da vidm kaj mi je uspelo narediti v 9 mesecih.

Lep pozdrav fantje. Imam nekaj novega za pokazat. Nova proga v izdelavi:  

Hehe...moral sem;  

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Tudi mene zanima to.  Kaj v bistvu pomeni season pass?  Je to letna naročnina ali content ostane za vedno? Na steam store so že napovedani vsi3 dlc o session pass pa še nič. 

Uredil - ingange
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pred 10 minutami, 4matic je napisal:

Za season pass bo treba počakat do decembra? ne najdem ga na steamu.

Saj še nič ne moreš kupiti.

 

pred 5 minutami, markop je napisal:

AC scene ne spremljam že en lep čas. Govora je o season pass. Kaj to pomeni, da gre AC na licenčni model za nekatere DLCje ? Se pravi, da boš kupil licenco za 1 season (1 leto ?) in po tem DLCja ne boš mogel več uporabljati v kolikor ne podaljšaš. Je temu tako ? Ali zgolj online uporaba ne bo mogoča, offline pa bo ? 

Season pass pomeni da plačaš za vse DLCje ki bodo v sezoni, ta se nanaša na vse 3 Porsche DLCje, nekako kot količinski popust, lahko kupiš vsakega posebaj ob izidu za 7€ ali pa plačaš 15€ za prvega in ostaledva ne plačaš.

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@MihAE ups, nisem videl. No, očitno marsikdo ni, ker je sedaj kar nekaj vprašanj :) Tudi jaz mislim, da je to bolj količinski popust, kot karkoli drugega ... 

@PEK Cayman GT4 je "običajni" cestni, pač takšno poimenovanje. Dočim Cayman GT4 Clubsport pa je dirkalnik, pripravljen za stezo in ga ni možno registrirati. Takole pa o njem pravi Aris:"Oh and yes... it's not a GT4 class car as I said, but its laptimes are too close for comfort for the GT4 class "

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Točno to sem napisal, ali pač? :)

Mi o volku ... 
It will become available for purchase on Steam at the same time as the Porsche Pack Volume 1, at approximately 9.00am Pacific Time/6.00pm CET. 
Those who purchase the Season Pass on Steam will receive 3 add-on packs (7 cars each) for a single discounted price. (28%) 
14853251_1594504553909190_2499945617250072544_o.jpg

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Citat

1.9
- New Porsche 991 Carrera S (Porsche Pack #1 DLC)
- New Porsche 918 Spyder (Porsche Pack #1 DLC)
- New Porsche 718 Cayman S (Porsche Pack #1 DLC)
- New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
- New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
- New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
- New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
- New Porsche Panamera G2 Turbo
- Added session time/laps on the top of the screen (laps are the leader ones)
- Now race is over when the car complete its lap and the leader has finished his last one
- Added dynamic ARB
- Fixed possible collision still active on race restart
- Added ERS recharge digital display
- Improved precision on all digital LEDs
- GT3 cars use tire model v10.
- Fixed TC sound distortion when triggered for the first time
- New camber grip variation formula (Thank You Nao!)
- Simplified DirectX 11 initialization
- Added official "Sparco" license to Assetto Corsa
- Added Ballast system through Ballast App (single player only)
- Added new F9 vertical layouts
- Added new driver + crew texture system
- Added new personal driver texture
- Fixed virtual mirrors rendered when not necessary
- Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
- Improved FFB App UI, so label is readable by VR users
- Added multiplayer splits
- Added Time Table leaderboard mode: this includes realtime splits and delta
- Added Fmod optimizations
- Added Anti-Wrecker protection
- Fixed AI "flapping" DRS in traffic
- Improved autoshifter
- Improved laptimes board by adding splits and tyre compound
- Fixed backfire animation freezing after session change
- Fixed leaderboard history in multiplayer
- Added voting spam protection
- horizon locked view removed from Bumper camera
- Delta App reviewed
- Fixed possible flickering in case of engine stall
- Added backfire animation to Zonda R
- python new functions and members
- getCarTyreCompound(carid)
- Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation
- Fmod updated to 1.08.12
- Updated SDK for modders
- Removed reverb snapshot in the Fmod project
- General audio engine code cleaning and bug fixing
- Vastly improved Fmod resource usage
- Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
- Fixed listener priority for cars in pits. They don't steal the priority anymore
- Amount of events instances are now properly limited in order to keep proper volume range and overall performance improvement
- Overall volume balance
- 7.1 surround should now work as expected (on all platforms)
- Fixed audio initialization pop when the session starts
- Stereo imaging now works as expected
- Fixed ambience sound affected by reverb zones
- Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
- Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
- Reworked surfaces audio curves
- Reworked skids logic
- Fixed skids positional sound
- New exterior skids sound
- Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
- Reworked code management for traction control and limiter events
- Tweaked wind and limiter sound emitter position in dashboard camera
- Audio compressor on engine_ext event now works as expected when many cars are involved
- Surfaces, crashes and skids are now properly audible in chase and track cameras
- Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
- Fixed load/coast smooth for AIs and multiplayer
- Fixed transmission smooth and pitch for multiplayer opponents
- Engine volume setting is now related to the player/focused car
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
- Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
- Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs process kill/crash) while driving on sand/kerb/etc...
- New dirt sound effects
- New brake squeal for some "old" cars
- Added audio fade when track camera changes
- Added [VERSION] section in audio.ini
- Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
- Slightly modified gear grind sound
- Fixed wrong listener position for track and car cameras in some situations
- Added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
- Added templates for Porsche Vol. 1 cars
- Fixed excessive brake light brightness on Ford Mustang
- Minor graphics fixes on Triple Pack cars
- [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
- [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]

 

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Merc? A to je  [TBA] 8)?

Vožnjo po boksih še vedno nadzira igra. (cant belive) Na steamu so samo ločeni dlc-ji. Tistega s popustom še ni?

Ps.: tale moja angleščina je bolj ranga, da se bo treba en dan zglasiti pri sponzorju Hitrega dirkača GT3 na kak tečaj.

Uredil - mancSLO
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