1. #161
    Avatar von msdd63
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    Kann mir bitte jemand erklären wie der Fahrerwechsel funktioniert. Ich bin mein erstes Langstreckenrennen in der Karriere gefahren. Ich habe den Boxenstopp gemacht aber es erfolgte kein Fahrerwechsel.
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  2. #162
    Avatar von ak1504
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  3. #163
    Avatar von Neawoulf
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    Bin jetzt auch endlich dazu gekommen die Version 1.1(.1 inzwischen) zu testen und mit den Performanceverbesserungen und der neuen Car LOD-Option kann ich nun ENDLICH uneingeschränkt in VR mit meiner Oculus Rift CV1 fahren. Bildschärfe könnte immer noch besser sein (Temporal Anti Aliasing hat leider diesen Effekt, ich vermisse das gute alte Multisampling). Ich hab gerade mal Zandvoort im neuen McLaren getestet mit nem Rennen bei Nacht, Regen und 25 KI-Fahrzeugen. Abgesehen von den ersten Sekunden nach dem Laden gab es nicht ein Stottern auf meinem System. Jetzt brauche ich nur nen nen Hotfix für meine linke Schulter und ich kann endlich vernünftig Rennen fahren.

    Der McLaren 720S GT3 ist übrigens genauso gut, wie ich ihn mir erhofft habe. Ich liebe die Karre schon in rFactor 2, genauso den 650S in eigentlich allen Sims, in denen er enthalten ist. Die anderen neuen bzw. überarbeiteten Autos hab ich leider noch nicht getestet.
    Ohne Wurst ist alles Käse!

  4. #164
    Avatar von DeFi
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    Freut mich, dass es dir jetzt auch endlich gefällt. Komme ggf. Samstag nochmal zum Testen
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  5. #165
    Avatar von Neawoulf
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    Kunos hat gerade nen neuen Patch rausgehauen und der Changelog liest sich sehr, SEHR gut! Viele Sachen, auf die ich lange gewartet habe, wurden umgesetzt und auch ein paar Dinge, die man eigentlich gar nicht machen wollte, z. B. Chassis Flex Simulation, wozu es auch einen umfangreichen Blog-Eintrag von Aris im offiziellen Forum gibt: PHYSICS - Chassis flex | Kunos Simulazioni - Official Forum

    ACC Racers!
    Update v 1.2 is OUT NOW on Steam. Our latest update brings all-new features, fixes and improvements, including...

    - New Custom Livery Editor
    - Introduction of HDR (High Dynamic Range)
    - Vehicle Chassis Flex Simulation
    - Brake Wear introduced and affecting handling in long-distance races
    - Tyre Model Improvements
    - Custom Video Settings Save Slots
    - VR Video Presets
    - Multiplayer: Increased slots for private servers for Spa, Monza and Paul Ricard
    - Multiplayer: Custom BoP for private servers
    - Safety Rating improvements - Driver's rating will generally improve for fair drivers
    - CP (Competition) Server now run in booking mode, offering 3 races per day. Make sure to collect your track medals and sign up today! They will open tomorrow at 18:00 CEST

    Changelog v1.2

    - AI performance optimizations.
    - Fix for track shown at nighttime for a split second when loading into any session.
    - Fixed double saving of temporary replays with multithreading enabled.
    - Fixed issues with shared memory status.

    - Added car customization. Pick and customize the design of your personal car.
    NOTE: custom cars can be used in Quick Race, Custom Race Weekend and Multiplayer game modes.
    Disclaimer: customization possibilities may vary on a per car basis due to licensing restrictions.
    We will continue to add customizeable livery templates in future updates.
    - Added single-make option to Quick Race and Custom Race Weekend game modes.
    Possibility to use official liveries and custom-liveried grids.
    NOTE: single-make race with official liveries requires an official car to be selected.
    - AI update to avoid divebombing in slow chicanes.
    - Porsche AI tweaks to mitigate their tendency to dominate sessions.
    - AI now use aggressive setup at high levels.
    - AI cars will not enter the pits because of weather or damage if less than 5 minutes are remaining in a session.
    - Fixed AI aggression setting not producing expected behaviour.
    - General AI behaviour and movement improvements.
    NOTE: different aggro levels should result in a bigger difference now.
    - Engine now shuts down at the end of the pit stop if the player restarts it during the pitstop as a counter-exploit measure.
    - Session days are now set up as in real life in championship events.
    - Fixed replay time multiplier resetting on highlights switching.
    - Automatic highlights now spread across the entire race duration more consistently.
    - Fixed marshal flags during single player replay.
    - Fixed potentially wrong car setup values in saved games.
    - Increased maximum number of highlights (20->30).
    - Penalty system changed back to pre-pitlane decision.
    NOTE: serving a penalty must be checked in the MFD before entering the pitlane. Serving any pending penalty is always auto-selected by default.
    - Driver stint does not reset when serving a penalty - if "serve penalty" is selected before entering the pitlane.
    - End of race in Quick Race does not require the opponents to complete the race - race finish is declared when the player presses ESC to return to the garage after crossing the line.
    NOTE: to see the complete results, the player must stay on track until all opponents cross the finish line. Other game modes are unaffected.
    - Added tyre sets option to Custom Race Weekend (as well as Custom Championship rounds).
    - Fixed some bugs with penalty procedure and saved games.
    - Fixed Racelogic=digital display time during replay (better with new replays).
    - Optimized replay tyre matrix memory occupation, changed replay version (backwards compatible).
    - Fixed replay maximum time.
    - Added 1 hour and 15 minutes to maximum time in replay options.
    - Added auto highlights replay only for the player car and added its menu item, tweaked highlights length.
    - Removed time-based replacement of highlights and added an overtake highlight replacement system based on position.
    - Fixed saving/loading auto save replay options.
    - Avoid camera spline movements during paused replay.
    - Longer pre-action time for accident/overtake highlights.
    - Fixed pit alarm sound during slow-mo/paused/sped-up replays.
    - Kevin Siggy Rebernak, winner of the McLaren Shadow Grand Final, added as a selectable Mclaren Shadow driver.
    - Added pit exit blue flag for all types of sessions.
    - Driver stint max total time is no longer based on race event but on race length divided by driver count across relevant game modes.
    - Added black-orange flag for the player car for heavy suspension damage.
    NOTE: also shown for lights damage (during the night and sessions that are declared wet where lights are a requirement).
    - Penalty system for black-orange flags (damage and lights off).
    The player has 3 laps to pit for repair or turn on lights when the flag is shown, ignoring the flag will result in a DQ.
    - Fixed incorrect FOV used by some TV Cams from the 2nd activation.
    - Pitlane open is triggered when the leader completes sector 1 after a race start.

    - New feature: added Customization interface in the car showroom.
    - Completely reworked car selection interface.
    - Car selection restrictions removed from single-car (Practice, Hotlap, Hotstint, Superpole) game modes.
    Each livery variant is now selectable in these game modes without restriction.
    - Team and driver nationality added to car selection page.
    - Showroom now allows you to turn on the lights and open the doors.
    - Team/competitor dual information shown in car selection when relevant.
    - Added driver bio on the car selection page. Click on driver avatar in the car selection page to show popup.
    - Fixed lack of interactivity in the career showroom.
    - Added "Official" filter to the car selection page to show only official car entries.
    - Various navigation-related fixes in the user interface.
    - Added chat message popup visibility option in the HUD settings page.
    - Added highlights info and support for the HUD.
    - MFD hides pit stop strategy items when "serve penalty" is selected. See penalty-related changes in the GAMEPLAY section.
    - Various fixes for highlights HUD info.
    - Various fixes for realtime leaderboard.
    - Class filters added to race results and time/points tables.
    - Fixed realtime leaderboard positions in non-race sessions.
    - Added support for highlights camera override toggle button.
    - HUD: server BoP shown in the timetables. See MULTIPLAYER section for more information.
    - HUD: opponent ping indicator added to realtime/standings MFD.
    - Team points table enabled in Championship mode.
    As per real-life rules, only the highest-finishing team entry scores points for the team.
    - Added pulse animation to the search bar in the lobby page for easy recognition.
    - Fixed tyre sets button not clickable with the mouse.
    - Added brake change options to the MFD. See PHYSICS section for more information.
    - Added brake pad wear indicator inside the Tyre widget.
    - Time delta is no longer shown during the first 2 laps of a race to avoid data flickering.
    - Finished cars are now marked with a checkered flag in real-time on the timetables and standings widgets.
    - Virtual mirror is forced to hide in replays.
    - Video Options: ability to save and load different Custom Video Presets.
    Save and load multiple custom video presets for different display setups and racing scenarios.
    - Revised Setup load/save function with overwrite warning warning.
    - Added HDR exposure and HDR contrast to ingame View Settings. When HDR is enabled, they replace the regular exposure and contrast settings in the Video Options in the UI.
    The options in the View Settings are enabled in HDR mode only and vice versa:
    HDR enabled: the settings in the ingame View Settings are used.
    HDR disabled: the ones in Video Options are used (saveable with custom video presets).
    - Added messages about replay saving operations and fixed replay saving for the first minute.
    - Updated texts and localization.

    - Added VR world scale slider to Video Options.
    NOTE: lower values increase the world scale, higher values decrease it.
    Correct 1:1 scale to real life depends on the headset type.
    - Now possible to set resolution scale to <100 while increasing VR Pixel Density to render at a lower resolution to gain performance and upscale later to improve quality (for example resScale=70 and vrPixelDensity=150).
    - Minimum resolution scale set to 50 (was 70).
    - VR pixel density steps set to 5 (was 10).
    - Added specific video presets for VR.

    - Added missing unique Spa 24H liveries for the 2019 Blancpain season.
    - Ferrari secondary display now has multiple pages to show various stint timers.
    - Adjusted stance of the Jaguar G3 in the showroom.
    - Pit animation now only shows the lollypop man when serving a Stop&Go penalty.
    - No pitcrew is shown when serving a Drive-Through penalty.
    - Fixed wrong numberplate layout displayed in MP car selection.
    - Fixed shift animations not working with keyboard controls.
    - Numberplates and season outfits now work correctly and as intended both in showroom and on-track.
    - Zandvoort checkered flag marshal added.
    - Visual car dirt now (slowly) accumulates even when driving on on-track surfaces.
    - Visual car dirt and dust now accumulates faster in wet conditions.
    - Improved LOD switching of wheels, fixed LOD rims not being affected by customization.
    - Enabled HDR output in the video settings.
    New additions to the video options include:
    - Shadow Distance: changes the distance of the more detailed sunlight shadows to trade quality for performance.
    - Tone Mapping: selects the new filmic tonemapper (ACES) or the legacy one (Default - used in the previous releases).
    The filmic tonemapper gives a cinematic look more similar to the one used for HDR output.
    - HDR Color Gamut: selects between REC2020 (standard color gamut for HDR) and DCI-P3 (closer to current HDR displays, colors are more saturated).
    - Added support for HDR screenshots (EXR file format) when HDR output is enabled.
    NOTE: the Steam screenshot function does not work with HDR screenshots due to incompatibility.
    - Forced 100% LOD Scale in TV cameras (F3 and F6): these cameras now ignore the UI setting. F1 and F7 cameras continue to read the UI setting.
    - Fixed mirrors showing the last frame when switched off during gameplay (also fixed mirrors showing the last frame when going back to the showroom from a session).
    - Custom player teamwear is now showing up correctly in SP and MP sessions.
    - Visual damage buildup adjustments.
    - Added damage impact effect to the car's bodywork.

    - Top TC level for storm conditions for all cars.
    - Silverstone and Nurburgring 2019 BOP tweak for the Mclaren 720S GT3.
    - Tweaks on the front splitter of the Porsche 991II GT3 R.
    - Lamborghini Huracan GT3 Spa wet preset tweaks (both non-evo and Evo).
    - Rain puddle tweaks.
    - Fixed rear wing last value Porsche 991II GT3 R.
    - New wet tyres model: less adhession grip, slower laptimes, better control in sliding situations.
    - Aerodynamics - vertical fin calculation improvements.
    - Aerodynamics - slipstream tweaks and larger turbolence area, can cause slight lateral movements if you follow a car from very near side and behind
    - Chassis flex implementation:
    Chassis flex is more of a qualitative than quantitative influence. You will notice the car handling kerbs quite better, accepting more steering input when sliding and more willingness to react on your inputs at the limit. At the same time, handling will be a bit less precise and might force you to work harder to be precise with your line, or correct your line during a turn.
    Chassis flex also influences setup changes. Cars with more flex (softer chassis) usually need softer springs and better damping. Cars with less chassis flex (rigid chassis) can handle stiffer springs and be more precise, but might suffer at lower speeds and mechanical grip on bumps and kerbs.
    - Altitude simulation for all tracks. Higher altitude means less air density resulting in lower engine performance, less downforce but also less drag. The heating model of tyres and brakes is also slightly influenced. Laptimes on some circuits might be a bit lower (i.e. Spa)
    - Tyre model: tweaks and fine tuning offer more predictable grip over the limit for both slicks and more importantly wet tyres.
    - Brake pads and discs wear implementation and different brake pads choice:
    Brake pads and brake discs wear is relative to the brake pad choice, temperatures, driving style, ABS and brake bias usage. Brake disc and pad wear is shown at the end of each driving session, when you return to your strategy setup UI on the "last readings" box.
    Normally brake discs should last more than 24 hours race, but because there is no pitstop time penalty (all teams are obliged to at least one fixed time long pitstop so that they can change brakes), all teams prefer to change discs and pads at least one time during long endurance races.
    There are 3 different brake pads available to choose from, each with its own characteristics and different brake pads front and rear are permitted.
    -- Pad 1: Very aggressive friction coefficient, max braking performance, aggressive disc and pad wear. Pedal modulation can be tricky if out of temperature or as it wears down. Use in hotlap and qualifying sessions, sprint races and can withstand 3 hours races. Risky and dangerous to use over 3 or 4 hours because the pads will wear down, overheat and lose linearity in brake pedal.
    -- Pad2: Very Good friction coefficient, very good braking performance, good disc and pad wear. Pedal modulation almost always good and linear, good feedback while overheating and gradual wear. Can be used in hotlap and qualifying sessions as well as sprnt races as what it loses in performance, regains in braking modulation and predictability. Excellent choice for long endurance races, easily makes 12 hours and can make 24 hours race too with a bit of care. Will also overheat and lose linearity in brake pedal feel when worn out, but in a more predictable way and after much longer stints.
    -- Pad3: Moderate friction coefficient, braking zones can be longer in dry, very moderate disc and pad wear. Excellent pedal modulation also in cold ambient conditions, very linear pedal feedback. Excellent choice for wet conditions and very long endurance races. Very predictable and easy to modulate brake pad.
    -- Pad 4, extreme aggressive fiction coefficient. Max braking performance, extremely aggressive disc and pad wear, bad cold performance. This is a sprint race pad that can last about an hour but will show worse pedal feel, worse performance and overheating towards the end of the one hour stint. Those kinds of pads are not used in endurance racing, but included for demonstration purposes.
    - Fixed Aston Martin V8 Vantage GT3 excessive engine damage.
    - Bentley Continental GT3 2018 performance tweaks
    - Fixed FFB damper not stopping during game pause.
    - Fixed an error that could cause wrong relative impact speeds for collisions.
    - Reworked damage system with accumulative damage resulting from impacts of various intensity.
    A significant improvement over the old system that always required a larger impact per damage zone to produce more damage.
    Repetitive impacts now have a much more substantial effect on the car's condition and the car is much less tolerant versus repetitive hits.
    All cars have tweaks and fine tuned damage values (physics) but be careful as the damage can easily accumulate and repetitive small hits can result in severe damage in the end. Also introducing damage threshold to allow (reasonable) paint trading without affecting car behaviour.
    - Low-speed aero damage now produces less negative effect on drag.
    - Reduced front-rear damage detection cone.

    - Fixed doppler fluctuation for external engine sound.
    - Added tyre brake wear audio.
    - Optimized audio channels used for wheel in external/opponent sounds.
    - Fixed audio options not applied on start level.
    - Reworked spotter damage messages (smarter and based on cumulative damage).

    - Competition Servers are now running in a schedule, offering up to 3 races per day with variations. Read more in the dedicated forum post: COMPETIZIONE - 1.2 - Competition Server changes | Kunos Simulazioni - Official Forum
    - The region assignment for CP servers is technically different now, potentially fixing the "No servers in your region" error.
    - The CP rating buildup is working in a more logical way now, which could cause to reset CP ratings to zero or lower values for some users. This will automatically wash out after a few CP races.
    - Significantly improved CPU load with opponent count with certain (most) types of CPU. This is not necessarily affecting FPS, but dramatically increases the number of cars we can run before the 99% CPU occupancy warning.
    - Significantly improved collision calculation efficiency, causing to scale CPU load a lot better (with all CPUs) on the physics thread.
    - Enabled multiple-pit-assignments for private servers, resulting in higher grid counts for certain tracks. At the moment Monza and Paul Ricard support 60 cars on the grid this way.
    - Fixed netcode warping for higher speeds (for certain server operating systems).
    - Fixed volatile and too high ping measurement (for certain server operating systems).
    - Further netcode improvements that increase the accuracy for cars on straights. This will make cars reliably drive with almost perfect distance, except one of both overtaxes in the player's bandwidth upload (ie by livestreaming).
    - Added additional (=custom) BoP for private MP servers: Server admins can now assign and set up additional ballast and intake restrictors.
    NOTE: read the extended notes on the forum: Error | Kunos Simulazioni - Official Forum
    - Session-over result screen in MP now correctly switches the table between current standing (like 2nd MFD panel) during overtime and the final race results (including disconnected drivers) after the session has ended for all cars.
    - Fixed MP car despawn issue in the highlights (and in some cases in the normal replay).
    - Fixed replay world time affecting real time in MP (animations).
    - Fixed potentially wrong bodykit loaded in MP.
    - Servers will now log their current configuration (as it is actually understood by the server) to the "cfg/current" folder; this is helpful for troubleshooting.
    - Short formation laps will now always start in "Double file", indepentently of the actual trigger position.
    - Fixed a client crash when the selected customized "carX.json" file was physically removed.
    - Improved the lead car detection during the formation lap.
    - Fixed pit limiter effectively turning off after a driver swap.
    - Improved the message the player receives when trying to join a server with the wrong car model (both entry list with forced car model, and CP servers with unknown tracks).

    - SA rating will apply a Trust Bonus for finished races, dependent on the race length.
    - SA rating will not assign points to certain situations where the other car is clearly at fault.
    - Added more "outcome" scenarios for accidents, to be able to improve the understanding of "nothing happened" in SA considerations.
    - Rebalancing of Singleplayer SA values to balance the massively clean AI in 1.2.
    - Fixed a timing issue which could make the contact bag inefficient in some situations.
    - Overall, SA will be more tolerant and precise, resulting in becoming slightly easier again.
    - (Significant) wall contacts now will act like off-track; resetting track medal progress, invalidating laptimes and cause race penalties if the car gained time.
    - (Significant) wall contacts are now considered a root contact like mass accidents, so a second car hit by a car bouncing off a wall would not receive SA penalties.
    NOTE: read the extended notes on the forum: Error | Kunos Simulazioni - Official Forum
    - Fixed an issue where Laptime records would be recorded with incorrect times (caused by race starts after the s/f line).

    Quelle: Steam :: Assetto Corsa Competizione :: Assetto Corsa Competizione v1.2 update OUT NOW!
    Geändert von Neawoulf (17.12.2019 um 19:32 Uhr)
    Ohne Wurst ist alles Käse!

  6. #166
    Avatar von ak1504
    Mitglied seit

    AW: [Sammelthread] Assetto Corsa Competizione

    Kunos Physics Boss Aristoteles Dev Stream zum neuen Update

    "Yesterday I talked live about ACC release v1.2 features demonstrating chassis flex, aerodynamics, brake pads!
    Beware of the sound volume at first, gets better afterwards.
    Watch it yourself and let me know how we can improve the format in the next one!"

  7. #167
    Avatar von msdd63
    Mitglied seit
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    AW: [Sammelthread] Assetto Corsa Competizione

    Zu Weihnachten gab es die Oculus Rift S für 400 Euro. Da habe ich gleich mal zugeschlagen. Auf YouTube habe ich mitbekommen das einige zufrieden mit VR sind, andere klagen wiederum haben Probleme. Wie sind Eure Erfahrungen?
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  8. #168
    Avatar von Neawoulf
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    Zitat Zitat von msdd63 Beitrag anzeigen
    Zu Weihnachten gab es die Oculus Rift S für 400 Euro. Da habe ich gleich mal zugeschlagen. Auf YouTube habe ich mitbekommen das einige zufrieden mit VR sind, andere klagen wiederum haben Probleme. Wie sind Eure Erfahrungen?
    Ich hab mir kurz vor Weihnachten zum Black Friday Sale ne Oculus Rift S (auch 400 Euro) als Ersatz für meine alte Rift CV1 (Tracking gab langsam den Geist auf) und bin allgemein sehr zufrieden damit. Für den Preis ist das ein wirklich gutes Headset, während die Valve Index zwar in fast allen Punkten zwar besser ist, aber nicht so viel besser, dass sie mehr als den doppelten Preis wert wäre. Die Bildqualität der Rift S ist deutlich schärfer als die CV1, lediglich die Schwarzwerte sind nicht so toll, was aber nur bei extrem dunklen Szenen (Dunkle Räume oder Nacht mit wenigen Lichtquellen) wirklich auffällt.

    Assetto Corsa Competizione und VR ist allerdings immer wieder ein schwieriges Thema. Zu Anfang war die VR-Performance in ACC unter aller Sau, inzwischen ist es so gerade erträglich mit den richtigen Settings. Die Kantenglättung ist allerdings mies, wodurch es in der Ferne ein wenig unschärfer aussieht, als z. B. RaceRoom, rFactor 2, Assetto Corsa, iRacing, Project CARS 2 usw. Man kann dafür zwar das Supersampling/Pixel Density erhöhen, aber dann geht wieder die Performance runter. Da hilft am besten Ausprobieren, was für das eigene System der beste Kompromiss aus Performance und Bildqualität ist.

    Speziell zu Oculus und ACC gibt es aktuell allerdings noch ein schweres Software-Problem: Das letzte größere Oculus Update hat irgend einen Bug ausgelöst, der in vielen Spielen auf Basis der Unreal Engine (die auch von ACC genutzt wird) die Performance massiv in den Keller treibt. Und mit massiv meine ich 22 fps und weniger, was schon auf dem Monitor unspielbar ist. Es gibt zwar nen Beta-Treiber (Public Test Channel in der Oculus Software aktivieren), der die Performance wieder etwas verbessert, allerdings nicht auf das gleiche Level, wie vor dem letzten großen Oculus Update. Allerdings scheint Oculus an dem Problem dran zu sein, daher hoffe ich einfach mal, dass ACC bald wieder spielbar ist, auch ohne PTC.

    Bis dahin gibt es noch die Option (auch mit Oculus) ACC über SteamVR zu spielen. Da ist die Performance nicht ganz so gut, wie sie theoretisch mit Oculus Software sein könnte, aber ist nah genug dran und spielbar.
    Ohne Wurst ist alles Käse!

  9. #169
    Avatar von msdd63
    Mitglied seit
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    AW: [Sammelthread] Assetto Corsa Competizione

    Ok. Vielen Dank für Deine ausführliche Antwort.
    DEEPCOOL GENOME II° CORSAIR RMx Series RM 550x Modular 80+ Gold° MSI MPG Z390 GAMING EDGE AC° INTEL CORE i7 9700k° DEEPCOOL CAPTAIN 360 EX ° MSI GEFORCE RTX 2070 Gaming Z 8GB° 16GB Corsair Vengeance LED rot DDR4-3000 DIMM CL15 Dual Kit° 500 GB SAMSUNG 850 Evo 2.5" MZ-75E500/EU° 250 GB SAMSUNG 970 Evo NVMe M.2 °120 GB SAMSUNG 840 Evo Series° 2.5" MZ-7TD120BW° Western Digital WDBH2D0010HNC-ERSN (1TB)° Windows 10

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  10. #170

    Mitglied seit

    AW: [Sammelthread] Assetto Corsa Competizione

    Moin Zusammen,

    da mich zu Weihnachten ein G29 nebst Playseat überrascht haben war der nächste logische Schritt, sich ACC zu holen[Sammelthread] Assetto Corsa Competizione

    Jetzt wollte ich zu Beginn und zum üben einfach mal die Karriere spielen. Das erste Rennwochenende ist ja Zolder. Jetzt hatte ich dann beim zweiten Rennen das Problem, das ich, trotz Fahrerwechsel mit damit verbundenen Stop, an der Ziellinie disqualifiziert wurde. Habe ich irgendwas in den Regeln übersehen was ich beim zweiten Rennen anders machen muss als beim ersten? Da ging nämlich alles gut. Vielleicht hat ja jemand ne Idee oder ist es nur ein Bug gewesen?



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