Patch NewsPS4 

Reason I'm also itching for it is to purchase the season pass but I don't want to buy it right now because all I'll get is the Japanese cars. I'd rather buy the season pass when the red and porsche pack is available to use.
 
Reason I'm also itching for it is to purchase the season pass but I don't want to buy it right now because all I'll get is the Japanese cars. I'd rather buy the season pass when the red and porsche pack is available to use.

The Japanese Pack is a lot of fun. I bought it knowing the Porsche pack is coming and I'm going to love that.
 
I bought the season pass last night, bc I thought the Japanese Pack and the Red pack were already out and the Porsche Pack was coming soon. I was disappointed to find that only the Japanese pack is out, and there is no ETA on the Red pack or Porsche pack.
 
I bought the season pass last night, bc I thought the Japanese Pack and the Red pack were already out and the Porsche Pack was coming soon. I was disappointed to find that only the Japanese pack is out, and there is no ETA on the Red pack or Porsche pack.

I feel you on the Red Pack. I'm more excited for that than I was Japanese Pack. But I don't worry because I know when it comes out I'll love driving.
 
No news on ETA for read pack....Kunos said on their facebook page will let know if any news. As far as porcche pack vol 1 , supposed to be in November sometime. Seems depending on patch release...
 
1.9.3
- Improved DX11 initialization
- Fixed same samples volume going crazy during update
- Tweaked compressor parameters for external view, now it kicks in more relaxed
- Corrected electronics behaviour and street tyres typo on Porsche 911 Carrera S 991.2
- Added new section to video.ini to force refresh rate (only works in fullscreen mode):
ex:
[REFRESH]
VALUE=50

'big' changes in this patch are different 911 Carrera behavior and faster loading of the game to the main menu.
 
I'm experiencing higher GPU temperatures since 1.9.3.
If you guys have the same issue please let me know. Running a GTX960 here.

edit. Just saw that this is a PS4 thread, apologies for waking you up with PC news :P
 
some new info on there Console Community Blog

PRIVATE LOBBIES
Let’s kick things off with private lobbies, shall we? We know this is a HUGE talking point across our community channels and today, we want to give you guys some more information on where we’re at with this burning hot topic…

We’re pleased to announce that private lobbies are being worked on behind the scenes, and Kunos are working flat out to bring them to Assetto Corsa! Right now, we can’t give you a release date, but they are coming and we will of course update you all with more info as soon as we can. These things take time, so please remain patient with us and continue to support us as you’ve always done – It makes all the difference, trust us!

more info
http://www.isrtv.com/assetto-corsa/console-community-blog/
 
Finally some news!

Screenshot_2016-11-22-18-50-49.png


Tweet 2 announced release of Porsche pack two for scheduled for December. :)
 
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Wonder if we'll get the general patch before that or if they're releasing the car pack and game update at the same time?
 
Wonder if we'll get the general patch before that or if they're releasing the car pack and game update at the same time?
If history repeats... console patch will arrive Thursday (Nov 24) and DLC on Tuesday (Nov 29).

I was hoping everything (including Porsche vol 2!) would arrive on console today. But master race wins again.
 
Just been on the AC forum, and looking at the content added on PC from patch version 1.04 to 1.09. So all that content in those 6 patches combined will be in the console patch when it arrives? That's a hellova lot of content lol........A "super patch" you could say! :P
 
Just been on the AC forum, and looking at the content added on PC from patch version 1.04 to 1.09. So all that content in those 6 patches combined will be in the console patch when it arrives? That's a hellova lot of content lol........A "super patch" you could say! :P

Is that confirmed as the patch content for the consoles then @HammyMansell ?
 
Is that confirmed as the patch content for the consoles then @HammyMansell ?

As i read it @hobbsy yes it is i think. The game is currently on v1.03 on console, but the patch will take it up to v1.09 so therefore all this below will be included.... (Get ready, it's a long read lol)

v1.04

Assetto Corsa 1.4 Changelog
- New reflection rendering system
- HDR now matches real life photographic references
- Improved AI ability to stick to the intended racing line
- Improved AI braking code (able to understand and use locked inside tyre for FWD)
- Vastly improved multiplayer antilag/antiwarp system
- Fixed missing ksBrakeDisc script in all the remaining cars.
- Tweaked wet volume for reverb on high distance
- Tweaked dynamics for Audi R8 Plus interior sound
- New Bmw M3 e30 DTM and Group A exterior sounds
- New font rendering system for dashboards
- Fixed fadeout timing for gravel particles
- Improved digital instruments of all cars
- Fixed some bugged special events
- Tweaked most of the special events to be compatible with tyre model 5/6
- FXAA is now using Kunos' own shader
- Fixed blurred rim/tyres on car with animated suspensions on farther Lods
- ksEditor: added node grid
- Introduced [DRS_ZONES] IGNORE_ZONES in drs.ini to allow road cars to ignore DRS zones (ie. McLaren P1)
- Fixed exaggerate motion blur for some camera modes
- Added serial opponent selection on Options->General: if flagged then opponents skin is not randomly chosen, but alphabetically
- Fixed unrealistic qualify times when session is skipped
- Fixed LaFerrari rear wheels
- Fixed Huracan GT3 model to update it from the pre-season version
- GT3 and GT2 cars tyre heating improvements
- Ferrari 312T Tyre v6
- Audi R8 Plus front torque vectoring and central differential improvements.
- Headlights revised on all cars
- Added missing dashboard lighting to cars where present
- Fixed various LOD issues on a large number of cars
- Car shader overhaul
- Skins fixes and updates on various cars
- Added templates for DP3 cars and Audi R8 Plus
- Optimization across the entire car range (should help with large fields)
- Digital instrument updates
- Fixed collision boxes on various cars

v1.05


- New Abarth 595esseesse and S1, S2 upgrades
- New Ford Mustang GT 2015
- New Corvette C7 Stingray
- New Black Cat County track
- Nurburgring gp circuit updated
- Nurburgring gp circuit now with 4 layouts
- Silverstone circuit updated
- Monza circuit updated
- Spa circuit updated
- Nurburgring Nordschleife circuit updated
- Nurburgring Nordschleife endurance cup layout added
- Mugello circuit updated
- Magione circuit updated
- Imola circuit updated
- Drift circuit updated
- Vallelunga circuit updated
- Vallelunga classic layout added
- Vallelunga circuit (all layouts) now has 24 car slots
- Activated time progression in Multiplayer
- All cars updated to Tyre Model 7
- Pitstop are now available in single player races
- Damage is now visible in Multiplayer mode for remote cars
- Launcher: steam overlay support disabled due to stability issues
- Launcher: re-instated multi-process mode for CEF due to stability issues
- Launcher: changes to memory usage policy, more aggressive memory releasing thresholds
- Fixed Lamborghini Miura gearbox damage
- Updated drivetrain upshift and downshift timings for all cars
- F6 inside cameras use internal sounds
- Free camera now honours distance multiplier for sound attenuation
- Of all Drivable cameras only Cockpit uses internal sounds
- Transmission sound can have its own volume (by default it shares engine volume, otherwise it uses the TRANSMISSION value set in audio.ini)
- Gearshift sound shares engine volume
- Backfire sound shares engine volume
- Fixed car sound when bottoming out
- Realtime app shows lapped guys (blue) and lapping guys (green)
- Fixed FuelLapEvaluation function
- Fixed fuel consumption on turbo engines
- Fixed inconsistency on UI tech specs
- Modding : added FormCamera functionality to associate internal/external soundset
- Modding : added console commands "observeLights" and "observeFlames" (work as observeDigital); EDIT_MODE is deprecated
- Modding : added Digital Instrument KERS_CHARGE (percentage)
- Modding : added Digital Instrument TOTAL_LAPS (if session is not race then "---")
- Modding : added Digital Instrument CURRENT_LAP
- Modding : added Digital Instrument EST_LAPS (if est is less than 0 then "--.-")
- Modding : added Digital Instrument AMBIENT_TEMP
- Modding : added Digital Instrument FUEL_CONS (UNITS: MPG_UK, MPG_US, L100 or "Kms per Liter" if missing)
- Modding : added Digital Instrument PLACE_HOLDER to avoid fixed digits on texture (use TEXT)
- Modding : added ON_BOARD_LOOKBACK_OFFSET in car.ini
- All tyres now use V7 with brand new heating values (beta: except Exos F1 tyres yet)
- All tyres now use V7 with brand new falloff level and speed (beta: except Exos F1 tyres yet)
- Changed all tyres flex and pressure relation.
- Changed all tyres footprint and pressure relation
- Modified global aero efficiency with yaw angle. Works on all cars
- Added new aero.ini version=3 with new YAW_CL_GAIN values that can stall wings depending on yaw angle
- Yaw angle stalling wings and diffusers for GT2/GT3 cars and Mercedes C9 and Lotus 98T
- All GT2/GT3 cars now have minimum height 55mm
- 200,400,500,1000,2000 meters drag circuits now available
- Modding : ksPreviewBuilder added to sdk/dev folder
- Python Interface:
- initFont(fontfamily, italic, bold)
- setCustomFont(fontfamily, italic, bold)
- getCameraMode()
- setCameraMode(acsys.CM)
- getCameraCarCount(carId)
- setCameraCar(F6 camera index, carId)
- focusCar(carId)
- getFocusedCar()
- getServerName()
- getServerIP()
- getServerHttpPort()
- getServerSlotsCount()
- isCarInPitline(carId)
- isCarInPit(carId)
- isConnected(carId)
- getCarBallast(carId)
- getCarState(carId)
- eKersCharge
- eKersInput
- totally revamped backfire system (will not break mods)
- added new F1 "dash camera" and "Chase camera #2"
- CameraManager : fixed issue globalCameraIndex
- Fixed Camera selection on Replay Interface
- Fixed CameraApp to reflect Dash and Chase changes
- Fixed Camera system messages
- Fixed Random camera wrong cameras + message
- added CameraOnBoard offset to avoid car parts on view
- added new driver model with lod
- added Fuel Lut to solve issues with several cars gauges
- SharedMemory : added new members
- SPageFilePhysics
float turboBoost = 0;
float ballast = 0;
float airDensity = 0;
- SPageFileGraphic
int isInPitLine = 0;
float surfaceGrip = 0;
- SPageFileStatic
float maxTurboBoost = 0;
float airTemp = 0;
float roadTemp = 0;
bool penaltiesEnabled = false;
float aidFuelRate = 0;
float aidTireRate = 0;
float aidMechanicalDamage = 0;
bool aidAllowTyreBlankets = false;
float aidStability = 0;
bool aidAutoClutch = false;
bool aidAutoBlip = false;
- fixed several cars still featuring dashboard "floating" digits
- fixed car scraping volume
- added first implementation of Force Feedback Post Processing (docs in cfg/ff_post_process.ini)
- improved camber calculations
- improved tyre heating on low friction surfaces (grass,sand etc)
- added new "Tyres" app
- Server lap counters and lap times are now 16 bit unsigned ints allowing super long sessions/races
- Ford GT40 fuel tank position fixed
- revamp of all digital displays and script
- revamp of analogue gauges
- Lamborghini Huracan GT3 3D model tweaks
- Lotus Exige S model tweaks
- Various LOD fixes across the entire vehicle content
- BMW M3 GT2 3D model tweaks
- Roof on the LaFerrari is now customizeable
- Emissive values tweaked on some cars to improve visibility with PP off
- Various skin issues fixed
- PP preset improvements
- Improved AI behavior in traffic

v1.06

- Oculus Rift SDK 1.3 (WIP Pre Alpha)
- Fixed self shadowing on tyres
- Fixed wrong log output
- Dynamic controllers for turbo boost
- Added RPMS input to dynamic controllers
- Implementation of Scalable Apps
- Fixed replay Interface
- Fixed setup info screen
- Fixed race non progression when player is not moving
- Improved MP collision system
- Improved AI fuel handling
- Fixed Hotlap Mode unlocking achievement through not valid laps
- Fixed deltaT for renderAudio
- Bodywork and horn volumes uses engineVolume
- Bodywork's smoothvalue use a different alpha
- Added analogic placeholder for car modellers
- Added option to draw driver's label on focused car (system\cfg\name_displayer.ini -> DRAW_FOCUSEDCAR)
- Fixed CameraCar bad nearplane when forcing camera mode change (see exiting from replay)
- Implementation of Chat App (system\cfg\chat_app.ini)
- SharedMemory: Moved AirTemp/RoadTemp from Static to Physics, old values in static are deprecated
- Timing use also the hour/minutes format
- Fixed GoToPits Cheat to start from the pits.
- Added 4 Wheel Steer systems (Nissan Skyline , Mazda RX7)
- acServerManager : storing Driver data also save the current model/skin, so through drag&drop the saved skin can be used on a new slot)
- Added flags indications for completed session in leaderboards
- F9 overlay leaderboard is now avoiding red colours for better differentiation of opponent proximity indicators
- Added new [ASSETTO_CORSA] SIMULATION_VALUE parameter. Increase the number to increase simulation value. Defaults to 0 for obvious reasons
- Engine performance is now dependent on air density/temperature
- New AWD transmission code, still WIP (Nissan Skyline & Alfa 155)
- Fixed pitstop window not appearing when AI retired some car
- Experimental heating corrections on semislick tyres for Lotus 2-11, Exige Scura, Exige 240 and S3, Lotus Elise SC, KTM X-Bow, Mazda MX5 ND, Toyota AE86 Tuned and Drift
- BOP for GT3 cars
- Improved Mercedes AMG GT3 data


v1.07

- Performance Delta App: Added instant velocity difference bar
- Realtime App: Added road/ambient temperatures and grip
- Fixed system messages when ABS and TC are not available
- Added loading/saving system for fixed setup sessions
- Added audio device selector on Audio App. If saved device is not there, main device will be used
- Added volume ramp function to overcome issues with logitech headphone drivers
- Added Precision slider in Photo App
- Added missing icons on replay interface
- Added QUANTITY_MULT in system/cfg/skidmarks.ini
- Fixed RX-7 Tuned turbo sound behavior
- Fixed Alfa 155 mixing route for external sounds
- Fixed Ferrari F40 low-pass filter and some events volume
- Balanced exterior volume for all the cars
- New Bmw M3 e92 external sounds
- Added brake disc temperature simulation to (Ferrari 488 GT3, Maserati GranTurismo MC GT4,Maserati Levante)
- New Drivemotive Drifting School livery for BMW M3 e92 drift and S1 variants
- Tyre pressure now influences temperature spread and build up
- Added dynamic controller for EBB (electronic brake balance). Use file ctrl_ebb.ini for the controller.
- Added daylight function on "lights" script
- Added multiple turbo analogue instruments management
- Added server hints on RaceControl screen
- Added TC, ABS, Turbo keys to controller interface (both up and down)
- now TC and ABS can be cycled back through CTRL + SHIFT
- Added Flashing lights
- Showroom: Added video editing camera controls
- Showroom: Added car lights trigger as script "SHOWROOM""LOAD_LIGHTS" (previews are made without car lights)
- Showroom: Added support for extra animations (extra_animations.ini). Numkey_6
- Added blinking light system
- Fixed Volume App not saving bumper audio
- Added jump start
- Added penalty for "ESC to pits" during race
- Fixed some car/track combination resetting to pits at the start of HotLap sessions
- Improved remote cars movements over curbs
- AI is not making brake mistakes for cars that have ABS available
- Different level of engine brake are now selectable by the users on cars that offer the option (Ctrl+E)
- Added graphics smoothing for rigid bodies coming from physics
- Onboard brake bias now follows same limits in the FRONT_BIAS section in setup.ini
- Red lines and indications for gear change in the GUI are now considering damage rpms as well as limiters
- Laps completed indications in the GUI during races now refer to "leader completed laps" and not player completed laps
- Performance Delta app is now using spline position for calculation instead of distance calculated from car speed (less realistic but much more precise)
- New camera view at start, showing car instead of track
- New AI algorithms for race craft
- AI drivers are now much more variable in performance during a single lap and during a session
- "Lights on/off" is now a status of a car instead of a switch and gets replicated over the network properly
- Tyre radius is now also a function of tyre angular velocity
- Fixed self align torque going to negative values too early
- New Tyre Model V10 for selected cars
- Additional general bugfixing on car graphics and some improvements to lods across the entire vehicle content
- 3D improvements on the Nissan R34 Skyline
- 3D improvements on the Nissan 370Z Nismo
- 3D improvements on the Ferrari LaFerrari
- General bugfixes in several tracks
- New clouds textures
- Improved PPeffects
- Improved Weathers
- Fixed GUI not showing on Oculus with PP off and AA on
- Added the possibility to launch sim directly. Add section

v1.08

- Improved reflection quality
- Improved shadow stability
- Improved graphics performances
- Fixed Tyre Model 10 not updating Dx and Dy value in telemetry app
- AI improvements on slower reaction after an impact, for more realistic collisions
- Overlay Leaderboard now shows correct positions on the grid at race start
- Fixed Laps app showing 0 as first lap
- Fixed Race Control UI for the low resolution screens
- Wrong direction penalty gets also time penalty
- Added float clutch to SPageFilePhysics
- Fixed turbolevel digital item showing a wrong value
- Fixed various problems/timing on ghost cars
- Fixed typo on sound distance attenuation for Lotus Evora GTC/GX
- Fixed sample attack for BMW M3 e30 GrA/DTM limiters
- Replay files will not reset anymore at session start (no need to rush out of the server anymore to save a replay)
- Fixed remote cars head movements in multiplayer and multiplayer replays
- Fixed typo on LaFerrari active differential lock in coast and small bumpstop stiffness changes
- General improvements on V10 tyres for rolling resistance, flex, pressures and more.
- Improved Maserati GranTurismo MC GT4 suspension, should improve braking without ABS
- V10 tyres for Hypercars LaFerrari, McLaren P1, Pagani Huayra
- V10 tyres for GT2 cars BMW M3 GT2, Ferrari 458 GT2, Corvette C7R
- V10 tyres for Racing Hypercars Ferrari 599XX, Ferrari FXXK, Pagani Zonda R
- Fixed ERS power output when battery is close to 0 and MGU-H is set to battery
- Removed ERS cockpit controls for MGU-H and Recover in McLaren P1
- Improvement in performance for collision detection and physic solver
- Fixed clouds when switching sessions
- Returning to pit during a time penalty results in a greater time penalty
- Fixed possible drive through cheat
- Fixed blurred objects not working if speed was negative
- Fixed hotlap mode: now valid laps will be correctly registered
- Removed white flag: a new message will appear the moment the race leader starts his last lap

v1.09

- 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
- New Silverstone 1967 historic track
- 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 performace 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 proces 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]
- Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini
- Packers now use bump stop rates

As you can see, barring the PC specific fixes, and cars/tracks that came out on release day on console, that is a tonne of new things added the game, and i haven't even listed the small mini patches in each main patch (v1.5.1, 1.5.2 etc)

This will be some patch if it includes all those things, a new game almost.
 
I'm not sure 1.03 on Consoles is equivalent to 1.3 on PC. More like 1.5 or 1.6. There is no equivalence between the version numbers, I think.
 
I'm not sure 1.03 on Consoles is equivalent to 1.3 on PC. More like 1.5 or 1.6. There is no equivalence between the version numbers, I think.

Ok, but it's confusing then when Kunos referred to the last patch as "1.03", but this new patch is called "1.09" which takes it close to the PC version now of 1.10 lol! :P Numbers numbers........
 
It seems that Kunos is really taking care of business. Lots of fixes and improvements. I wasn't planning buying the DLC's for the game anymore but with if this patches work fine I'll change my plans.
 
"Added new controls presets" is cool, but also quite disappointing in that it seems to confirm there will still not be customizable controls. I'm guessing no new advanced wheel/pedal calibration or settings either. I suppose we'll know all soon.

Still, should be like a new game, can't wait to see.
 
I've been on a lot of travel for work and it will continue a few weeks so sorry if this has been discussed,

Is the FFB with the latest patch (1.9?) On ps4 bad?

I saw some complaints on the official forum but haven't had time myself to test. I'm home for the weekend and wondering if it is worth pulling out my wheel stand to try it out for a couple hours..

Thanks for any input.
 
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