Mit dem Update 0.9 geht es für Assetto Corsa EVO weiter langsam aber sich in Version 1.0. Leider fehlt dabei weiter der von der Community bereits sehnsüchtig erwartete Open-Mode, allerdings dürfen wir uns über drei neue Fahrzeuge und einige Verbesserungen freuen..

CONTENT
- Audi R8 LMS GT2
- Audi R8 V10 performance quattro
- Mazda RX7 FD Spirit R (Type A)
MULTIPLAYER
- fixed a crash on server disconnection
- fixed admin commends sent twice to the server
- fix for player receiving a duplicated race number when rejoining a server with a custom number
GAMEPLAY
- fixed suspension repair also repairing car body damage
- global CPU-side optimization work
- fix for raindrops left on windshield after exiting a rainy session
- fix for dash display on HUD disappearing in certain scenarios
- more gameplay code refactoring
- fixed an issue that prevented custom external livery to be applied on a customized and saved user car
- during a race session returning to pit will now penalize the player also when they are in pitlane – this is a fix for the player being able to skip time in pit after teleporting back to pit from near box
- added damage rate in assist settings (SP)
- mandatory pitstop requirements implemented – it will be a MP feature for the time being. Launcher updated too, pit window is selectable in timed races above 20m of session length
- online leaderboards with hotlap/hotstint events
- added Special Events. For Hotlaps you will be able to select drivers around you on the leaderboard via the MFD and drive against their delta. Your own reference in the Delta widget will be replaced when another player is selected. For Hotstints the same logic applies, but instead of replacing the delta, you will be seeing total gaps to the people around you crossing each sector line. So you will have more realtime feedback how the stint is going, which is more engaging than only waiting for the total time. Both event types have a new optional function: Limited Attempts. This means that you can practice for an event as much as you want, but you can only have X amount of recorded attempts that will be tracked by the leaderboard, to increase the pressure of such an attempt and recreate a more race-like situation.
- hotstint leaderboards now show the storyboard data for selected entries once the selection event is triggered
PHYSICS/HANDLING
- updated tyre model for racing slicks – deployed on GT racing cars
- fixed some issues with AWD clutches
- fixed AWD not respecting various lock controllers
- SF25 wet setup now defaults to wet tyre and not inters
- fixed GT3 RS launch control rpm
- improved LSD differential simulation. Added LSD friction faces to car setup
- throttle model improvements on newly released cars, to be expanded to all content in continuation
INPUT/CONTROLS
- optimizations in the input system
- new default input definitions
- MFD page defaults to leaderboard in SEs
- FFB device recovery on disconnect/alt-tab (DirectInput, Fanatec, Logitech, Thrustmaster). Expected: FFB comes back by itself within ~1 s after alt-tab, USB unplug/replug, or base power-cycle. TrueForce/FullForce audio: FullForce DSP now uses the filtered signal with clamp; Logitech TrueForce gets a 350 Hz low-pass, gain from settings, and DSP reinit when the wheel handle changes. TrueForce now survives reconnecting. FFB output shaping: added linearization LUT loaded from file. LUT file: ffb.lut in the game’s SavedGame folder, input|output per line.
- ffb shaping fixes
- fixed a reconnection recognition issue with Fanatec devices
- fix for automatic shifter not being functional when H-shifter inputs are set
RENDERER/GFX
- renderer optimizations
- wind now has graphical representation
- fixed shadow factor gone missing on windshield effects
- added temporal dithering that works better with DLSS and FSR
- shadow receiver culling optimization. Expected result is that shadow now costs less than before. Availabe only in mono view.
- vehicle/cockpit cubemaps and mirrors optimization
- windshield material optimization
- exposure fusion added: a new feature that mimics how the human eye sees compared to a camera
- updated the View Settings page to allow users to modify their exposure bias, exposure fusion, and post-processing presets directly on track with live preview of changes taking effect in the background
- fixed TV camera jitter during replays/broadcast footage

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