Assetto Corsa EVO Early Access Discussion Thread

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Tbh besides the content, I’m most interested in this part:

Physics work in 0.8 focuses on the tyre-to-track relationship and a round of targeted fixes. The road temperature model has been reworked, and dynamic track maps have been rebaked using revised logic for more consistent grip evolution; weather and dynamic track behaviour has also received various fixes, with calibration still ongoing. Camber is now derived through a geometrical calculation, brake temperatures respond to electronic brake intervention, and rear-wheel steering has been corrected. Alongside these, excessive smoke generation has been fixed and the particle behaviour for wet grass has been addressed

I hope it further improves the feeling of the car to road connection that is delivered to the wheel
 
I tried Xbow GT2 at Kyalami and suffered from heavy stutter about every 5 seconds...

Is it happening to anyone else?
 
I tried Xbow GT2 at Kyalami and suffered from heavy stutter about every 5 seconds...

Is it happening to anyone else?
I tried the same car/track combination in a practice session and no stutters or other issues in my specs.
 
I tried the same car/track combination in a practice session and no stutters or other issues in my specs.
Strange, bcs I opened topic in STEAM and few other people has same problem...

Before 0.8 update that didn't happening.
 
Strange, bcs I opened topic in STEAM and few other people has same problem...

Before 0.8 update that didn't happening.
I ran 2 consecutive 4-lap races in Kyalami w/16 AI cars and I have no visual issues or crashes to report.
 
Inflatable Arm Flailing Wacky Tube Man Dancing GIF
 
I haven't fired up EVO since the 0.5 update, but decided to give the 0.8 update a go today. Maybe this was always the case and I don't remember, but does anyone else have an issue with the game taking like 5 minutes to load up when launching? After that everything runs fine, but the initial startup is sooooo slow.
 
I haven't fired up EVO since the 0.5 update, but decided to give the 0.8 update a go today. Maybe this was always the case and I don't remember, but does anyone else have an issue with the game taking like 5 minutes to load up when launching? After that everything runs fine, but the initial startup is sooooo slow.
Yep, same here
 
Fired up the modding documentation of ac evo

BONES??????????????

BONNNNNNNNNNNNESSSSSSSSSS?????????????????

So I have my set of cars, fully organized with empties and all,

AND THEY WANT BONES???????????????

So like 1 by 1 I have to take each objects, weight paint them and associate them with a bone.

A BONE.

And for suspension animation we use DIR_, but WITH BONES??????
 
I don't know much about the ac modding world - but in the end Empties (nulls) or bones is just semantics, no ?
They're both 6dof transforms in the dcc world (i.e. wherever they do their car model rigging for their game/engine/pipeline).

Or is the skin weight step new for ac modding and this was previously automated through correctly named/positioned empties/nulls ? (Just curious)
 
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I don't know much about the ac modding world - but in the end Empties (nulls) or bones is just semantics, no ?
They're both 6dof transforms in the dcc world (i.e. wherever they do their car model rigging for their game/engine/pipeline).

Or is the skin weight step new for ac modding and this was previously automated through correctly named/positioned empties/nulls ? (Just curious)
Emtpies : Create empties, parent object

Bones : Create bone, parent object, weight paint object, follow a naming convention to tell the engine that this object is not a bone because by default every object is a bone for AC EVO. Pain in the ass compared to empties to move rotate resize. And hope export with blender work seemlessly
 
Fired up the modding documentation of ac evo

BONES??????????????

BONNNNNNNNNNNNESSSSSSSSSS?????????????????

So I have my set of cars, fully organized with empties and all,

AND THEY WANT BONES???????????????

So like 1 by 1 I have to take each objects, weight paint them and associate them with a bone.

A BONE.

And for suspension animation we use DIR_, but WITH BONES??????
What on earth are you talking about? 😅
 
Like why do I need to setup a bone, weight paint all exterior object related to exterior objects, and parent it to the bone?

Answer from Steffano :

Because that's much faster to render for the GPU and combined with PBR textures allows rendering the entire car with only 1 draw call.. which can greatly reduce the CPU load in the rendering engine.

When you have objects attached to an unique "bone" without weights you will have to render it as separate draw call and a bunch of calls to the API to setup what has changed for that call.

It is quite the standard in the game industry although most sim modders are used to the pipeline of AC1 that was designed in a different era.


So it does make sense, doesn't mean that the workload is light. Weight paint + naming ALL objects, when some is "thatroundobjetn12"

I'm not even sure how the tools ACedit and ACforge go around this to convert cars from AC1 to AC EVO.

When you work on a car it's easy, but if you work on 12 car at the same time its getting exponentially time consuming... And would eat my motivation away.
 

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