LightNMagic
LightNMagic
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各位,好久不见,分享一些AC Evo的小消息 前几周Kunos发了个解惑视频,但有些方面没有讲很细,Stefano前几天在Reddit对几个大家比较关心的问题进行了补充。 “游戏进度”只存在于生涯模式(Career Mode)中。后续版本已经没有所谓的在线或离线模式,ACE将只有“开放”和“生涯”这两种模式。这两个模式在游玩的时候并不需要联网,除非你玩的是必须联网的部分(比如多人模式和带在线排行榜的特别活动等)。 生涯模式有游戏进度,比如比赛、升级、赚钱、买车等等。开放模式没有游戏进度,开放模式基本就是传统AC、ACC游戏模式,所有内容全部开放,无需解锁或购买。 关于Mod:像老AC一样,mod并不需要得到Kunos或任何一方的许可、认证,modder想做什么都行。个人猜测,对于一些非常优秀的mod,Kunos会提供某种认证、认可标识,甚至帮掏钱获得厂家授权。
大佬们这是什么虫子?特别小,最长身长不超过一毫米 家里木质抽屉里发现好多,不知道有什么危害没有
【20210703 其它內容】我的同人作品,"捕获"水滴
Assetto Corsa 续作将在2024年正式发售 Digital Bros(Kunos的母公司)最新财报显示,"the second version of Assetto Corsa"(大概率就是Assetto Corsa 2)计划在2024年正式发售。如果像以往一样先发布Steam抢先体验版,那最早也要到2023年才能上手AC的新作。 ACC这边,未来可能出的DLC还有GT2车包,GT World Challenge Asia赛道包,以及GT World Challenge America赛道包。如果这些DLC全都实现,那ACC的开发工作基本上到2022年年初就会全部停止,然后全面转入AC2的开发。今年剩下的时间里,ACC程序本体已经不会大改,Kunos估计会让程序员们年内着手针对AC2的虚幻引擎延展工作或是自研引擎的开发。
很多年前游民有个编辑id是“光影EA”,有人能联系上他吗? 或者有人能联系到2012-2014年间在游民任职的其他编辑吗?有点小事想问他
新TP01 Skyline 超级剪影,真的是帅啊
【ACC新闻】ACC v1.0.7版本将引入5点接触轮胎模型
今天刚到手,舒克欧洲经典系列,保时捷930 Turbo 马天尼涂装。银色的金属漆面相当有质感,仿的是911 Carrera RSR 2.8的8号车马天尼涂装。还没想好打开后怎么装这个车,就先留在盒子里拍几张吧
这次不晒车模,晒几张截图:)
【ACC新闻】ACC V1.0正式版发布日期确定:5月29日!
发现了两对莫名其妙的CP
本周更新 Nissan GT-R Nismo GT3 2018
【ACC新闻】V0.6延迟至下周发布 因为部分重要多人游戏代码被重写,k社来不及按时完成0.6包含的重要特性,原定2月13日发布的v0.6将延迟至下周。更新赛道为Monza,车辆由原计划的NSX GT3改为GTR GT3 2015 和 GTR GT3 2018两台车。
如果大家喜欢ACC,希望你们可以去Steam大奖给它投一票 最符合ACC的奖项品类是“最佳机械游戏”奖,我已投。虽然以目前ACC的玩家基数得奖是不太可能的,但还是支持一下,鼓励鼓励
Eminem 和 MGK cosplay
【ACC】游戏中按F2循环“按键提示”“关HUD”“开HUD”三种模式 图一就是目前游戏中所有默认按键
来看一只猫咪:)
【ACC】ACC Steam抢先体验价格24.99欧元起,9月12日起售 Kunos在AC官网上更新了ACC steam early access 阶段的定价。EA阶段的定价使用了不同时间节点不同价格的方式,越接近正式发售时间购买则价格越高。下周购买的价格几乎是在明年价格的基础上打了个五折,国区会不会有更低的定价暂时还不知道。 具体价格和对应时间为: 9月12日起(即第一版EA更新日):24.99欧元 11月14日起(第三版EA更新日):34.99欧元 明年1月16日起(第五版EA更新日):44.99欧元 在任意时间节点购买都会一次性获得已更新和未来更新的所有内容,包含ACC正式版。 Blancpain GT 2019赛季的内容(包括新赛道和新赛车)将会作为【免费更新】在2019年夏天放出。其他关于EA阶段更新的信息看此贴:https://tieba.baidu.com/p/5813117643?pid=121098195969&cid=0&red_tag=2234265796#121098195969
转眼就9月了,ACC即将发售。
【ACC】RTX在ACC中的动态展示和Ansel RTX支持 两个事,一是一段Nvidia在Gamescom期间用ACC对RTX进行动态展示的视频。 二,Ansel RTX。 Nvidia公布了22个新加入Nvidia Ansel支持列表的游戏,ACC是其中一个。新的Ansel增加了一个重要的新特性:Ansel RTX。在支持RTX的游戏中开启Ansel后,在控制镜头移动的过程中,游戏引擎会沿用当前游戏中的画面设定来显示游戏画面。当镜头停止运动时,Ansel RT就会把光线追踪的计算采样数快速提高到不能实时显示的水平(举个例子,如果需要游戏以30FPS显示,那RTX每秒需要输出30帧的渲染结果,Ansel RT提高了采样数意味着可能1秒只能渲染出一帧或者几秒一帧),这样就可以尽可能的提高游戏截图的质量。 以ACC为例,使用Ansel RT截图时,阴影采样数会提高为32倍,反射采样提高为40倍,环境光遮蔽采样提高为12倍,每像素折射采样提高为10倍。
【ACC】ACC Steam 抢先体验(Early Access)开启时间:9月12日
【ACC】Bentley Continental GT3
【7.17新闻】ACC Early Access 启动时间将在本月26-29日期间公布 这个月的26至29日,Spa 24小时(也是宝珀GT系列赛的其中一站)将会开赛,和前几站宝珀GT比赛一样, Kunos将会在Spa赛道围场给亲临现场的车迷提供Assetto Corsa Competizione的试玩机会。重要的是,届时将会宣布ACC的Steam Early Access开启时间!!!准备可以上手啦朋友们,准备好你们的钱包吧
ACC壁纸,4K分辨率
ACC准预览版 完整Spa赛道昼夜过渡实机演示【高清晰】 Team VVV出品 Assetto Corsa Competizione(神力科莎:竞技)准预览版 完整Spa昼夜过渡实机演示 E3 2018_哔哩哔哩 (゜-゜)つロ 干杯~-bilibili转自:http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.bilibili.com%2Fvideo%2Fav25089163%2F%3Fshare_medium%3Dweb%26share_source%3Dbaidu%26bbid%3D8BBF94A6-80D1-4C53-BAD3-0848EAC2DF9E17728infoc%26ts%3D1529244856953%26sharechannel%3Dbaidu&urlrefer=56541daf856b048d743e9dbb6954b58b
ACC E3 准预览版本 实机片段 【官方发布】
IGN意大利放出的ACC实机视频
【6.6新闻】ACC将参加6月12-14日在洛杉矶举办的E3游戏展 AC在其官方FB宣布,新作Assetto Corsa Competizion将参加6月12-14日在洛杉矶举办的E3游戏展,ACC的Alpha版将在Thrustmaster的展台进行首次公开展示。同时,Kunos放出了一段短小的预热视频,以下是视频截图。
刚才去了一趟AC官方论坛,被整个场面惊到了 ACC分区惨遭熟悉的文字占领
【ACC 图楼】 用来时不时更新一些ACC的新图,方便大家查看
关于Assetto Corsa Competizione的额外信息 早上发的不知为何被系统删了,只能发截图
关于Assetto Corsa Competizione的一些额外情报 -Helicorsa和Minorating的作者Kevin"Minolin"加入Kunos的研发团队,负责在线排行系统开发。 -换用虚幻4引擎后,物理部分是极少数可以直接从AC1拿到ACC里的东西之一,其他东西都要推倒重做。 所以,ACC的物理部分可以视为AC1物理的直接进化版。此外因为ACC里的车少得多,Kunos想对物理部分做重大改动时不需要像在AC1时期那样去更新、检查170多台车。这使得我、Aris和新加入团队的物理开发人员有了更多的机会去对某些物理领域进行更深层次的探索。需要对物理做重大改动时,相对于AC1时期,少了很多顾虑和负担。 在Steam 抢先体验期间前后,我们还有很多机会可以详细谈谈物理部分改动的细节,但我想先在这里告诉你们一个大的变化。虽说因为ACC里赛道类型(Blancpain GT系列赛的赛道都不是特别长)的关系,这个变化不会带来太大的影响,但新的物理引擎现在是在完全成熟的64bit环境中运行的。这意味着,在ACC里,对赛道面积没有了任何限制,即使我们把赛车开到火星再开回来,也不会在计算上产生太多的精度损失。(译者注:熟悉AC赛道mod制作的同学应该知道,AC1里赛道面积是有限制的,地图做大了会出现很多问题,这也是Targa Florio这种图迟迟没完成的主要原因。但是目前Kunos未提及ACC是否支持modding,所以这个改动影响未知) ——以上出自Stefano Casillo,AC论坛 -车手交换(Driver swap)系统确认。 -ACC的车辆和赛道与Blancpain GT2018赛季一致。 -有官方的的赛事排行(积分)榜(相当于内置RSR)。 -排行系统会对玩家的驾驶水平和安全意识进行综合评估(类似iRacing)。 -车辆物理还是Kunos的一贯风格,所以ACC还是硬核Sim。 -去年Kunos聘用了物理方面的新开发人员(其中一个是机械工程师),轮胎模型,空气动力和悬架几何等方面的模拟水平将会进一步提高。 -ACC会有更多的功能特性并且对刚入门的玩家会更友好。 -Steam抢先体验阶段购买的话,价格上会有所优惠。 -选用虚幻4的一个重要原因是为了填补AC1在游戏特性上的缺失,比如一些现实比赛规则的应用、更好的生涯模式、更好的AI等等。 -2017年里,Kunos已经花了8个月时间用于对虚幻4进行研发测试。 -Kunos可能会沿用虚幻4来制作他们未来的新作。 -Marco对虚幻引擎的画面相当满意,但是为了达到画面和帧数的平衡,还要花很多时间去做优化工作。 -Kunos从Milestone(一个做摩托游戏的意大利工作室)学到了很多虚幻引擎的使用方法。 -有了Blancpain GT的正式授权,Kunos与该系列赛各车队和车手间有了更强的合作。 -Kunos会常常亲临Blancpain GT比赛现场跟各车队收集数据。 -Kunos收到了很多eSports方面的合作意向,但目前他们决定先专注于ACC的开发。 ——以上出自Marco Massarutto的采访,RD用户 Matteo Pagin和BhZ听译
应该是新官方赛道的截图
PP3
天冷了,是时候来一波新图了
保时捷第二、第三DLC车辆名单及发售日期! PORSCHE PACK 2 发售日: 11月22日 Porsche 911 GT3 RS Porsche 718 Spyder RS Porsche Cayman GT4 Porsche 718 Boxster S Manual Transmission Porsche 718 Boxster S PDK Porsche 919 Hybrid 2015 Porsche 911 GT1 Porsche 962c long tail Porsche 962c short tail PORSCHE PACK 3 发售日: 12月20日 Porsche 911 GT3 Cup 2017 Porsche 911 GT3 RSR 2017 Porsche 911 GT3 R 2015 Porsche 919 Hybrid 2016 Porsche 908 LH Porsche 917 K Porsche 911 R 信息来源: Steam Database
Laguna Seca 确认加入AC! 走出欧洲的第一步~
【图片集中】保时捷1号DLC 还有十天保时捷第一个包就要发售了,接下来kunos要开始发截图了。为了方便大家看,我来开个图片贴吧。先发几张吧里貌似没人发过的来开张。
Porsche Pack Vol.1 全部车型公布 935 Moby Dick Cayman GT4 Clubsport 718 Boxster/Cayman 918 Spyder 991.2 Carrera S 3.0 RSR 917/30具体发售日未知。
来看看一张新图?
有没有兴趣猜一下Tripl3 DLC的价格? 我猜9块
AC信仰版,你值得拥有:)
【料很足】Look What The Cat Hacked In - Summer Special E01 因为爆的料特别足,于是转发两篇这次直播的总结。懒了,就不翻译了。 第一篇(节选): IMPROVEMENTS in 1.8 - Improved reflections. On the car borders they were messed, and Stefano fixed the shader and smoother now - Big FPS improvement, but still getting Beta feedback, if the improvement is universal and just not for Stefanos PC - Better shadows. Car interiors in replays, and in track walls shadows more stable. Depends highly on sun position, but generally better lookingdoesn't mean that CPU is stressed more. CPU is being more efficient and helps GPU render faster. STILL TO-DO STUFF FOR 1.8 - Trying to work on Blue Flag, punishment for not respecting it. At least in MP - Finishin the race on right lap. When you are 1 lap behind - All GT3 cars will most likely be in Tyre model 10 MAIN THINGS (for me) - New track coming in 2016. Will be one of most asked tracks. Hoping to make announcement soon. Will not be Le Mans - Next DLC (August 26th) - Ferrari FXX K, Ferrari 488 GTB, Praga R1, Audi. This will NOT be free but very cheap - There will be 24 Porsches, divided into 3 DLC packs not 2 - Porsche DLC volume 1 in September - 3 Porsches will be free bonus cars - Season Pass coming = All DLC Porsches with 1 purchase, very good price. Not sure if will work with Steam, to be confirmed GENERAL LICENSING & OTHER TALK - Kunos was 5 people and budget was 70 000 € when they started. Now development costs are at 3 million euro - In the beginning getting licences was hard, because unknown company - Now manufacturers contact Kunos. Including Porsche.. Porsche has partnership with Kunos, not just license. - Track licensing is tricky, very hard to catch with them and finalize deal. Most tracks don't have proper licensing department. - Did they say "No" to a manufacturer? They had to, to Maserati before 2016. Kunos didn't have time until now - Also a new well-known manufacturer contacted them recently, but they need to get on queue, because too many cars in production already - No expectations for console sales, too busy to worry about. Will obviously affect future - How to be programmer? Have to be skilled in C++, and to be independent (work without being told to work) Stefano joins to answers this MARCO ON CARS - Porsche are fans of AC. They give lot of data. Better co-operation than ever before - 24 Porsche cars incoming (not 20) + more than 10 other cars in development. All the new manufacturers will have to wait next year - Old porsches, winner of 2015/2016 Lemans, new lineup 911, Cayman, Boxter, Panarema etc. All electronics modeled - P1 GTR confirmed, after Porsches. Maybe end of 2016 or January 2017 - GT86 GT4? In queue. Candidate for next non-Porsche packs - Koenigsegg stopped to answer emails. But same with happened with Alfa Romeo 3 times and took them 18 months to get, so it's about person they were in contact with changing jobs. Doesn't mean "no" - Alfa Romeo Giulia? Some plans. Not confirmed, depends on Alfa Romeo - Alfa Romeo Stradale Tipo 53 also in (low) development - Cup cars? Audi TT 15 Cup in schedule, also Porsche Clubsport GT4, Porsche Carrera Cup - Maserati MC12 GT1 already in development - LMP cars? Yes. Audi R8 2014, Toyota TS040 and Porsche 2015/16 - BMW M6 GT3 will come in beginning of 2017 - New Lotus 3-Eleven in development - Audi R8 LMS 16. In development, in January 2017 probably - Aston Martini? Been in touch last year, but didn't find a good agreement - Peugeot is not coming into AC, at least into AC1 - Full series is not an option for DLC, too expensive, revenues won't cover the expenses - Bentley? Marco doesn't see it happening - WTCC cars, don't see it's an option coming - Recent F1 cars? You just got some - No Subaru, not scheduled. Same for Lancia (?) - No plans for Bugatti, doesn't seem likely to see it in AC1 MARCO ON TRACKS - New track in Europe? Doesn't know, couple of options but not sure yet which - Suzuka. Marco tried hard for agreement, but way too expensive. After Nordschleife Marco's favourite track - Kunos rents laser scanners. They progress all the time, like smartphones, getting their own not good investment - AC doesn't have real tracks with fake names, and they don't want to start now - Modeling laser scanned open road track? Huge work. It's always development costs VS. revenues. Open road doesn't seem worth it - Portimão could be good option. But much less known, and there is always the marketing standpoint - Black Cat County was asked by Maserati and Porsche. Kunos got good feedback about it, so another fictional track will likely happen. Maybe Tuscany, Italy or Scotland - Other tracks like Zandvoort (non-scanned)? Outside of fictional, likely no - Sebring is not an option
保时捷授权正式公布!
~这月17号(下周五),AC要搞个大新闻~
还剩最后一天,新开一个Japanese Pack预告图片贴
JDM approaching... 看来PC版的计划未受主机版再次跳票的影响
【求助】proteus8.4里有没有三相交流伺服电机啊? 如果没有,有没有办法自己在里面创建一个呢?
打开你们的Steam吧,1.5 OUT,2.4G
AC v1.5 开发日志第二部分 内容提要 1.也许有人还不清楚,所以再说一次,1.5全新的内容包括三台车:Ford Mustang 2015、Chevrolet Corvette C7 Stingray和Abarth 595 EsseEsse,一条虚拟赛道:Black Cat County. 2.Vallelunga赛道加入了一个新布局。3.声音方面,加入了基于每条赛道的基础回声。然后,不同的驾驶视角有了不同的声音,比如车内视角还是用的车内的声音,引擎盖视角就能听到较多的进气声,而追尾视角则可以听到更暴力的排气声浪。然后,新增了一个APP可以让你在游戏中直接调节各部分音量大小。然后,你还能听到车托底的声音。 4.画面方面,继续优化后处理效果。车内设备的视觉效果得到了提升,车的细节、shader和材质也进行了优化。然后,车内视角现在多了一个“仪表盘视角”,方便有些朋友使用隐藏车内方向盘和车手的视角设定。然后,还对回火效果进行了完全重制。具体效果见下图:5.几乎所有的旧赛道都得到了视觉上的改进,而且并没有影响运行性能(NICE~)。很多赛道都增加了诸如吊车、帐篷、电视台工作车此类的路边景物。赛道如Nurburgring GP, Vallelunga, Monza, Imola都得到了明显的提升,新的贴图、shader、3D树和轮胎印等等。 6.在开发日志的第三个趴,将会讲解关于轮胎物理、AI和多人部分的改进。 PS:v1.5会在31号放出。
【AC联赛】小伙伴们,SRFC开始搞AC联赛啦,有兴趣的过去看看咯~ 论坛里有完善的记分系统,车手每站的积分排名都会及时更新,想开始自己的虚拟赛车生涯的可以去SRFC论坛报名参赛啦
V1.5预热截图两张 车大家都知道了,但这条路是怎么回事呢,好神秘
新 MX-5 确认!
说R3E准备要搬上虚幻4引擎了,有点牛逼啊 AC啥时候能把多光源特性给补上
RD发了一篇K社的采访稿,有兴趣的可以去看看 里面更多的是关于AC开发中的一些事情,没有太多新闻性的东西,所以我就不翻译了。不过里面有两幅新的配图倒是有点意思的,貌似改进了回火的火焰。
【2.26新闻】AC1.5将于三月放出 下面是几张更新后的Vallelunga的截图看来主机延期对1.5的影响不大,某种程度上甚至可以说加快了这个过程
【新年快乐!】AC在新的一年里将会迎来大范围的旧赛道更新 我想大家也都感觉出来了,AC里新出的赛道视觉效果和细节上要明显好于那些制作于早期的赛道。这里面主要的原因是K组负责赛道制作的大神技术越来越好,启用了新的激光扫面设备,而且经过这些年的发展后人力也明显增加了。K社自己当然更清楚这一点,所以他们去年就决定要把老赛道的各方面质量(比如赛道细节、贴图等方面)提高到新赛道的水平。这一批即将获得新生的赛道包括:Vallelunga, Nurburgring GP, Mugello, Magione, Imola, Silverstone, Monza, Spa Francorchamps, Nordschleife. 这一波赛道更新版将随1.5版本作为一个常规更新【免费】放出,这足见诚意了吧。 下面是几张,新旧赛道版本的对比图:至于v1.5的放出时间,估计得耐心等一阵了,据最新消息目前K社正忙于主机版的收尾工作。
【如果你想抱怨、黑、喷AC,请确定你买了AC,并且读过这篇东西】 这不是Aris第一次因为论坛里的无脑喷而写解释文了,但我觉得既然他又写了一次,那也应该转过来给大伙都看看。我懒得翻译了,看不懂的找机翻吧。 I'd like to add my 2c to the thread. Most of what I'm going to say it has been said before many times, but it's always good to remind it and also good for new people to learn about it. So, let's start... - Kunos is a small company. Yes we might be just under 30 now, but that's counting the outside contractors for 3D work and such. Actual programming devs are still a very very small number. VERY small. Main programmer is still Stefano and he has one very big brain, two very fast typing hands... but it is still one brain and two hands... he can do miracles, he can't do all the miracles. Same for the other devs. - Kunos is a young company. We are in the market since nKPro which as you all know has quite a bit of... problems, especially in the early days. We are learning and we are gathering experience. Experience takes time, there is NO other way around it. - Programming takes time. We are not lazy blocks. We are actually quite (a lot) burned out. Every single team member is been working more than 10 hours a day, including weekends and holidays for more than a year... maybe more than two years... luckily we love our work. Maybe we are slow for your standards, but that's what we can do. We are really trying our best and working our hearts out. Can't do faster than that. And before you say, add more people, that's not easy nor it always works well either. A new member has to learn the code and get his hands on it... usually takes 2-3 months before he can be independent on AC code... and in the mean time, another dev has to babysit him... Also, another dev is another monthly cost and we need to balance out costs and gains, especially because we are in Italy, a great country with a terrible tax system that asks for more than half of our income... and gives no benefits and services... - If you see a feature on another game, it's not like that the code is available and we can take it and place it to ours. It doesn't work like that. Here's some history. rFactor2 in terms of dev experience and gameplay features and such, is based on rF1, which was based on F1CH, which was based on F12002, f12001, f12000, SportsCarGT and have also done Nascar sims. That's a TON of experience and it pays out in code and experience on how to do gameplay features. It shows. iRacing again in terms of dev experience and gameplay features is based on tons of Nascar games, GPL, Indycar and so on... again it shows. But it's not like we can open their code, take parts and put it on our game. We have to rewrite everything from scratch for our game which is completely totally different. They had almost 2 decades optimising their gameplay code... we are working on AC for what... 4 years? In the mean time we had to do a brand new gfx engine, a new sound engine, a better (MUCH better) multi than nkP, learn to do AI and so on... I think we are pretty good... but we can't do miracles, it takes time and by time I mean years in terms of natural human possibilities. - Because of all the time needed and the need to grow as a company and as a product, every little feature takes priorities. Not that we have a list that we follow with extreme precision, far from it. It is just a matter of decisions. Like, "ok we did pitstops for multi, they work pretty well... what do we do now? pitstops for offline... oh wait the ai? the flags? the bugs?... people are complaining for multi... let me do the multi first because I had this brand new idea! What? They want spectactor mod? Well they won't die without, let's do the other thing first, it's more important" That's how it goes. We understand that every one of you has different priorities but it's different for everybody. I'll give you an example... when the career first got out (yes I know it's very basic, I know), a new thread was made from you guys to discuss how the career could be made differently and most importantly more interesting. I followed that thread with great interest... After about 6-7 pages I stopped. I couldn't find 2 people agreeing on the same idea of a career. That's how much everybody wants a personalized experience. So yeah, we're sorry if our plans and priority list doesn't satisfy your needs, but first you need to have more patience and understand that things take time and by time I mean even years sometimes. So yeah, that's all folks
FXXXXXXXXXXXXXK !!!
AC最近又开始比较频繁的Beta测试,这意味着下次更新不远了:)
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