Assetto Corsa Competizione [thread ufficiale]

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    ASSETTO CORSA COMPETIZIONE







    Dm4XN4KW4AEJZhn

    Discussione generale, aggiornamenti e sviluppo.



    0.1.1

    - fixed AI remaining without fuel
    - fixed crash caused by faulty recognition of T500 Gear Shifter
    - fixed time loop after midnight
    - added starter and ignition command on Controller Page
    - fixed car lights not working when opponents visibility video option is used
    - fixed backfires and other particles visible on hidden cars when opponents visibility video option is used
    - fixed misleading option values with AA and visible opponents
    - fixed marshal spline detection
    - expanded camera FOV and frame rate limits
    - visual and LOD tweaks to the Lamborghini Huracán GT3
    - disabled saving the discord username for in build configuration
    - slightly increased the retry-interval after a disconnect from the servers
    - added proximityIndicatorsVisible setting to hud.json
    - fixed music looping in some conditions
    - tweaked volume for reverb zones

    0.1.2
    - fixed T13 track competence problems with automatic gears
    - Hotstint is starting at the Hotlap position, fixes timing and exploits
    - Hotstint will now allow the last lap to be completed
    - fixed Hotstint timing issue
    - fixed stability control option and corresponding over-corrections
    - using stability control laptimes will add a laptime penalty in the online leaderboards
    - small adjustments to nurburgring track limits
    - minor tweaks for audio voices usage


    0.2
    - Fixed "No VR no buy"
    - New first-gen Bentley Continental GT3
    - New Misano World Circuit
    - Aero: Non circulatory lift implemented
    - Setup UI and logic changes to accommodate a big number of damper clicks
    - Hotlap has fixed fuel load (10L). Also fuel load slider is not available in UI in hotlap sessions
    - Bumpstop telemetry graphs in setup mechanical balance screen
    - Fixes and fine tuning in setup aero screen
    - Decimal numbers in front aero variation values
    - Code for realistic (displayed) brake bias values
    - Brake bias variation now possible in decimal numbers
    - Fine tuning of preset setups
    - Setup name now shown on top screen title
    - Setup name adds an asterisk when user changes setup values, indicating saving is needed
    - UI warning when users tries to load a different setup, or a preset, indicating that you might lose your setup changes if any
    - Setup protection against out-of-limits values
    - Setup Input/Output filtering for car and circuit
    - Setup navigation fixes
    - Fine tuning of Huracan suspension geometry and dampers
    - Fine tuning of tyre model camber gain, IMO heat range, and more
    - FFB option screen sliders: dynamic damper, road effects
    - controls.json extra FFB values: minDamper, damperGain
    - Stability control is now using different logic
    - Reworked driver steering animation
    - Adjusted safety net position in the Lamborghini Huracán GT3
    - Added driver assets for the teams featured
    - Adjusted water spray effects in the night
    - Nurburgring fixes and improvements
    - Added HUD option for speed unit toggle
    - Added timetables to pause menu & post-session
    - Added sharpness option to video settings (make sure you remove external workarounds)
    - Added pitch angle adjustment to camera settings
    - Added Save, Cancel, Defaults and Quit buttons to camera settings
    - Proximity indicator toggle in HUD options
    - Added Sprint Race Weekend and Hotlap Superpole in Game Mode options
    - Track selection page navigation fixes
    - Fixed bug when loading the last game mode settings
    - Added auto engine start
    - Added auto pitlimiter
    - Fixed pitlimiter issue with pitlimiter lights on toggle
    - Added multiple starting lights logic
    - Added pitstop logic (basic) for human and AI
    - Added Sprint race weekend system
    - Practice and Qualifying Overtime has a max time of 3 minutes
    - Controller page: Starter, Look functions and Shift can't be set as advanced
    - Fixed engine forced shut off when return on track after setup changes
    - Fixed wrong weather key in the .json
    - Fixed weather selection in UI not resetting after a special event
    - Added camera sequence for Full formation lap
    - Tweaked marshal system to avoid false spline recognition
    - Added logic for flags when in entry and exit lane (slower speed are allowed without raising any flags)
    - Reworked steer scale/steer inverted control options
    - Removed confusing ghost car time references in the gui
    - Added base version of end session highlights
    - Fixed music still on after clicking drive or restarting
    - Audio engine optimizations
    - Added superpole/pitwindow/hotstint event spotter
    - Fixed double engine start inside the reverb zone
    - Minor tweaks for tyres scrub sound in dry and wet conditions
    - Fixed clicks in particular camera switches
    - Fixed pit alarm sound for Nurburgring
    - Minor tweaks for crowd and track speakers distance attenuation
    - Fixed announcer voice stopping after some minutes
    - Fixed bodywork noise entering the setup page
    - Removed the possibility to change lights/wiper stage in the replay
    - Fixed mirror visibility in the replay
    - Added current session time, car lap time, valid lap and fuel for replay
    - Slow Motion now affects the entire world
    - Fixed slow motion pause state for replay HUD
    - Stability control is now less performant with steering wheel to avoid being used as illegal aid

    0.2.1 Changelog
    - Enabled basic keyboard controls for UI (up, down, left, right, enter, back, pgup, pgdown)
    - VR: Fixed wrong camera scaling that made 6DOF appear to not work correctly
    - Added possibility to look left/right on current car and during replay (not only for the player car)
    - Added possibility to centre view in VR by holding look left or right or back (or cycle left or right in the UI) keys for 2 seconds
    - Fixed HUD not updating electronics values after car setup
    - Fixed filter on Car Selection page
    - Fixed pitstop casually affecting the wrong car
    - Fixed gamepad vibrating when paused
    - Different loading mode for some sound assets
    - Fixed ambient sounds not paused during slow motion / FFWD in replay
    - Better timing for start/stop music
    - Events poliphony optimisation
    - Tweaked sound distance attenuation for some events
    - Fast Rolling start is now default in every Realism preset
    - Fixed slow AI in very wet condition due to wrong detection of puddles
    - Flames and Sparks are now not rendered in internal cameras in the focused car to avoid unwanted flashes
    - Fixed offset values not refreshing when the camera is changed while in View Settings page
    - Tweaked mandatory pitstop request timing
    - Added minimum pit window length (5 mins)
    - Fixed possible crashes after 30 minutes

    Edited by WowDOCwoW - 17/10/2018, 09:39
     
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    0.2.1 Changelog
    - Enabled basic keyboard controls for UI (up, down, left, right, enter, back, pgup, pgdown)
    - VR: Fixed wrong camera scaling that made 6DOF appear to not work correctly
    - Added possibility to look left/right on current car and during replay (not only for the player car)
    - Added possibility to centre view in VR by holding look left or right or back (or cycle left or right in the UI) keys for 2 seconds
    - Fixed HUD not updating electronics values after car setup
    - Fixed filter on Car Selection page
    - Fixed pitstop casually affecting the wrong car
    - Fixed gamepad vibrating when paused
    - Different loading mode for some sound assets
    - Fixed ambient sounds not paused during slow motion / FFWD in replay
    - Better timing for start/stop music
    - Events poliphony optimisation
    - Tweaked sound distance attenuation for some events
    - Fast Rolling start is now default in every Realism preset
    - Fixed slow AI in very wet condition due to wrong detection of puddles
    - Flames and Sparks are now not rendered in internal cameras in the focused car to avoid unwanted flashes
    - Fixed offset values not refreshing when the camera is changed while in View Settings page
    - Tweaked mandatory pitstop request timing
    - Added minimum pit window length (5 mins)
    - Fixed possible crashes after 30 minutes
     
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    0.3.4
    - Optimized netcode to prevent certain spikes, causing high pings for all clients
    - Fixed Chat Widget timestamp overflow and timezone
    - Lowered Chat position
    - Fixed nameplate visibility
    - Fixed possible memory leak for long replay recording
    - Increased fov and slightly increased maximum distance of the mirrors
    - Improved AI line at start straight to avoid incidents with cars exiting pitlane
    - Paul Ricard asphalt grip fine tuning
    - Fixed BMW M6 automatic clutch not holding idle at 2nd or higher gear
    - Improved (more permissive) Paul Ricard track limits at T2, T5 and outside of T11


    0.3.1

    - Enabled Chat Widget in Multiplayer Mode
    - Fixed laptimes not showing up in Special Event leaderboards
    - Fixed label switch in singleplayer mode
    - Fixed label name during Replay after a restart
    - Fixed Starting camera if when it has saved custom offset
    - Fixed Spotter saying "go go go" message twice after pitstop
    - accServer improvements and diagnostics
    - Added message for possible Multiplayer downtimes
    - Temporarily disabled pitstop during Replay
    - Temporary fix for BMW M6 GT3 fuel consumption. The setup fuel estimate remains broken, fix on next release
    - Tyre scrub/vibration FFB fine tuning
    - Fixed missing D-Pad navigation for "Brake ducts" and "Caster" options in Setup Page
    - Fixed help text not changing when hovering options in MatchMaking Advanced options page
    - Fixed MatchMaking Advanced options "Preferred drivers count" decrementing by 2 when confirmed
    - Improved positional sound for exteriors
    - Reworked distance attenuation, distance filter and reverb dynamic for exterior sounds (still WIP)
    - Improved remote car movement for speeds below ~30 kmh

    0.3
    - New BMW M6 GT3
    - New Circuit Paul Ricard
    - Introduced Practice Session Multiplayer Mode
    - Introduced 3 Hours and 6 Hours Endurance race weekend
    - New online Special Events with new content and online leaderboard
    - Old offline Special Events (quick races) made available
    - Setup Alignment Caster modification is now possible
    - Setup bumpstop UP range is now in stable offset with wheel rate.
    - Adjustments to the dry tyre model rolling resistance
    - Adjustments to the rain tyre mode rolling resistance
    - Wet and water surface rolling resistance and aero drag adjustments
    - Brake ducts preparation on setup screen. Not yet available
    - Fixed steering ratio right selector issue
    - Fixed values on setup screen
    - Improved trasmission and engine wobble and vibration simulation
    - Improved start assist
    - Improved TC logic
    - TC logic simulation now takes into account engine and drivetrain vibration and tries to protect system malfunction.
    - Improved pitlane limiter function.
    - Pitlane limiter only available in 1st gear, disengages if 2nd gear selected.
    - Ram-Air simulation for normal aspirated engines.
    - Improvements on Lamborghini Huracán steering geometry
    - Improvements and adjustments on all preset setups
    - Introducing dirt buildup on cars (step 1)
    - Fixed Bentley ABS same value 2
    - Fixed Bentley Continental display issues with speed limiter
    - Fixed gamepad deadzone forced in UE4
    - Fixed z-fighting problem in replays
    - Added Pixel Density setting in Video options for VR:
    Pixel Density requires Resolution Scale to be set to 100
    removing external workarounds (e.g. modified engine.ini) recommended
    - Nameplates with text scaling in screen space, and settings in nameplateSettings.json:
    textMinSizePerc: to make the text size bigger/smaller
    minVisibleSizePerc: to make it disappear sooner/later
    - Added Replay tyre compounds, track lights and car dirt status
    - New audio device selector in audio options
    - Improved spatialization for tyres sound and all related effects
    - Reworked logic for skid and scrub sound effects
    - Tweaked dirtiness volume related to its level
    - Tweaked distance attenuation for exterior sounds
    - Radio comms resource usage optimization (loading audio on demand)
    - Events poliphony optimization
    - Fix missing exterior engine in some rare cases with chase camera
    - Minor audio fixes
    - Performance optimizations in the game thread
    - Mouse not interfering with D-Pad \ Keyboard menu navigation anymore
    - Added new menu page Driver Profile (only Rating section available at the moment)
    - Fixed drivers without helmet in VR
     
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    Changelog v 0.3.5

    - Fixed setting the wrong Audio driver in some cases
    - Removed start sequence for the first player in the server
    - Fixed auto pitlimiter spam when gear was not allowed
    - Fixed wrong fuel amount during AI pitstops
    - Fixed lack of correct driver head motion in Bentley Continental GT3
    - Changed local account data handling, improved delays caused by backend updates/restarts
    - Using Steam check to prevent unusable online profiles
    - Fixed issues causing Track Medals earned and laps posted to the Event Leaderboards not being saved
    - Fixed missing endurance kit joining a server
    - Fixed skidmarks when car is drifting
    - Fixed wrong tyre wear influence to rolling resistance
    - Reworked timetable logic
    - Added combined laptimes to the timetable
    - Fixed wrong car update during pitstop after replay
    - Fixed wrong car camera target after disconnection or coming back from replay
    - Fixed highlights not recording after a session restart
    - Fixed cars not removed when Multiplayer server connection is lost
    - Fixed possible server issue on linux emulators
    - Optimized account data storage/synchronization
    - Added Night + Rain preferences in Multiplayer server selection
    - Activated Night, Rain, Latency and Target Driver Count rankings in MP server selection
    - Added search box to MP server selection
    - Increased amount MP servers displayed
    - Reduced MP server bandwidth usage
    - Removed leaderboard/server list response delay
    - Standing widget: visual hint about disconnect state
    - Multiplayer chat keeps messages after opening the pause menu
    - Improved backend server efficiency on session/menu changes
     
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    0.4.0

    - New Ferrari 488 GT3
    - New Hungaroring circuit
    - Preview: Race weekends in Multiplayer
    - Added version 1 of the Broadcasting SDK (including test/example application)
    - Fixed look around in chase camera
    - Added Lock to Horizon option for Cockpit cameras (Alt+H to toggle, Shift+H and Ctrl+H to increment/decrement partial effect)
    - Added Confirm popup for NextSession, Restart, Pits and Quit button in ingame menu
    - Mirror options are now split in two: "Quality" and "View distance"
    - Added Fuel indicator in car HUD
    - Added Laps information for Hotstint online leaderboards on "Special events" page
    - Corrected brake heat influence on core tyre temps
    - Adjustments in cars inertia
    - Adjustments in tyre model and tyre flex, should result in better kerb behaviour
    - Added TC2 (TC initial cut) feature of F488. Physics, Controls, Setup
    - Fixed Tyres IMO (Inside Mid Outside) HUD visualisation
    - Fixed Ferrari 488 AI stopping without fuel in long races
    - Fixed wrong car systems during replay
    - Added lap tag in the replay HUD
    - Fixed cumulative automatic highlights endtime
    - Instant replay support for Broadcast app
    - Fixed focused car when entering or leaving replay
    - Fixed wrong time session start after a restart/next session
    - Fixed potential exterior camera issues for multiplayer
    - Fixed potential wrong near plane during starting sequence
    - Fixed proximity indicator according to the focused car
    - Added new skins for featured cars
    - Car dash luminosity readjusted for new exposure values
    - New Total (TO) rating representing strength and completeness (visible in the Rating Profile)
    - New driver category (visible in the Rating Profile)
    - CarControl Rating adjustments: alien performance now will still have overdrive, but less significant
    - CarControl Rating adjustments: very good driving performance will show values of CC 95+
    - TR/CN/CC: Fixed false-positive detection of "way too hard" for bends and kinks
    - Hotstint now shows laps in the menu leaderboard
    - Hotstint gaps now correctly display lap gaps / time gap within the same lap
    - Added backend connection state indicator to relevant menu pages
    - Added HUD page for broadcasting
    - Added HUD page with the current timetables
    - Holding TAB will temporarily show the timetables HUD page
    - Prevent Ambient sound to play during in game menu
    - Improved camera fading when switching cameras
     
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    v0.4.1 Changelog

    - Fixed occasional driver model flashes in the Ferrari 488 GT3
    - Fixed slightly offset cockpit and dashboard cameras in the Ferrari 488 GT3
    - Added interior endurance lighting in the Ferrari 488 GT3
    - Fixed Sprint race fuel estimation
    - Fixed Cup Category and car bodykit when Free event type is selected (Practice, Quickrace etc)
    - Fixed replay after multiplayer skip session
    - Fixed lap marks for Replay hud
    - Fixed wrong track starting condition that was forcing dry setup
    - Improved Hungaroring AI line
    - Fixed high pitch noise during a burnout
    - Removed gearbox compressor sound on Ferrari 488 GT3
     
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    v0.4.2 Changelog

    - Fixed AI pit strategy when restarting the session
    - Fixed transmission whine not audible in cockpit views
    - Tweaked transmission whine for Lamborghini Huracàn GT3
    - Improved reverberation for Nurburgring pit alarms
    - Tweaked tire puncture sound
    - Fixed some surfaces sounds not audible driving in reverse
    - Added end race simulation for the car who are not able to cross the line during Post session time
    - Fixed team strategy timing issues in next sessions
    - Fixed final standing bug with lapped cars
    - Fixed various softlock issues with rapidly going in and out of the options menus
    - Fixed enter not working as default selector button in the for control assignment screen
    - Fixed control assignment popup not being closeable with Esc
    - Fixed softlock going in and out of the meteo, realism, assists screens
    - Track selection is now persistent in all single player game modes
    - Fixed camera when opening the replay twice in a row from the menu
    - Fixed car state during replay
    - Text keyboard input in VR ("Save" and "Rename" in Car Setup and Controller Setup, and "Server search by name" in the Multiplayer page)
    - Fixed some possible multiplayer crashes
    - Fixed a crash in VR when skipping Race 1 in a Race Weekend
    - Fixed incorrect flashing light when opponent visibility is not set to ALL
    - Fixed possible crash entering the game
    - Fixed wrong start resolution/mode in some cases
    - Fixed hotstint length not setting properly


    v0.5.0

    - New Emil Frey Jaguar G3 car.
    - New laserscanned Circuit Zolder racetrack.
    - New special events with online leaderboards.
    - Fixed disappearing main menu UI in VR.
    - Texture memory optimizations.
    - Fixed a chase cam rotation bug.
    - Fixed a TV camera bug.
    - Car light improvements in TV camera views.
    - New inertia calculation method and new more accurate inertia value (advice for setups, use softer fast damper to let the body move and settle, instead of having the car and wheels jumping)
    - New motion ratio calculation for dampers resulting in more accurate values dedicated for each car.
    - New ABS feature. ABS now never lets higher than 70% difference between left and right brake pressure. Improves behaviour on extreme torque vectoring, like braking and going through a water puddle with one side of the car, but can result in inner wheel locking if driver insists braking hard while turning into a turn. Might need more rear brake bias on certain cars.
    - Improved ABS logic, resulting in better turn-in under braking, on certain cars (most notably modern cars such as the Huracán, F488, BMW M6).
    - Improved TC off on gear-change functionality. TC is instantly switched off and on again when a gearchange occurs, in order to protect the engine and drivetrain from heavy vibrations, especially on situations where kerbs and the engine limiter are involved (part of real cars' TC logic too, occasionally they will even not allow the gearchange). Now the TC off timing is car-dedicated and optimised. Some cars might handle a gear change better than others.
    - Improved tyre thermal model, especially wet tyres.
    - Improved tyre grip when tyres are overheated, such as after a spin.
    - More tyre wear when tyres are overheated, no free meal.
    - Corrected bumpstop position and functionality of the Ferrari 488 GT3.
    - New ECU maps for all cars. ECU maps now influence power, fuel consumption and throttle maps. Usually the lower number is the more powerful and has the most power consumption. After the initial 3-4 values, it switches to wet ECUmaps with similar power and fuel consumption but different throttle maps. Please check the official forum for all the released cars' ECU map characteristics.
    - New launch control for all cars. Now with manual clutch, just engage 1st gear, put the clutch and accelerator to the floor and the engine will stabilize around 5000rpm. Release the clutch gradually while keeping the accelerator fully open to avoid stalling.
    - Audio engine optimizations
    - Fixed potential wrong volumes switching cameras
    - Fixed time multiplier for the end race replay
    - Fixed wrong trackmap cars position during replay
    - Intro sequence updated


    v0.5.1

    - Improved intake sound EQ (onboard view) for the Emil Frey Jaguar G3
    - Minor LOD tweaks on the EF Jaguar G3


    v0.5.2

    - Jaguar collider fixed with soft collisions
    - Minor updates to Zolder
    - Fixed wrong sound played in UI when Zolder is selected
    - Fixed look left/right with chase camera when Lock to Horizon is enabled
    - Fixed camera pitch change when Lock to Horizon is enabled
    - Enabled look left/right with dash and bonnet cameras


    v0.6.0

    - Added Nissan GT-R Nismo GT3 2018 model year.
    - Added Nissan GT-R Nismo GT3 2015 model year.
    - Added Monza Circuit.
    - Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
    - Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
    IMPORTANT: old camera settings will be lost.
    - Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
    - TV onboard (F6) cameras added for available cars.
    - Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
    NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
    - Rewrite of multiplayer/gameplay code to improve stability and session progression.
    - Ingame menus restructured and divided into Garage and Pause menu.
    - Ingame HUD reorganised and added session status widget.
    - New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
    - Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/index.p...r-admins.54830/
    - Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
    - Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
    - UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
    IMPORTANT: your previous menu, graphical and game settings will be lost.
    - Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
    - Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
    - Added session type tags in the UI car selection page to help identify entries eligible in different race types.
    NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
    - Added model year tag in the UI car selection to help identify car models in different evo versions.
    - Assist options will now reliably update when changed during a session.
    - Further adjustments to headlight effects in TV cameras.
    - More realistic full formation lap with AI.
    - AI aggressiveness tuning.
    - AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
    - Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
    NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
    - Improved raindrop effects on car windshields.
    - Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
    - Automatic wiper assist now reacts to water spray and not just rain.
    - Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
    - Improvements to car vs. track surface collisions.
    - Audio channel usage optimization.
    - Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
    - Added new spotter messages.
    - Added race communication alerts.
    - Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
    - Important race communication alerts are displayed for a longer time.
    - Better highlights overtake detection.
    - Optimized CPU use on all threads.
    - Optimized replay memory usage.
    - Optimized netcode and bandwith usage for Multiplayer servers.
    - Volume and audio settings now affect the intro music.
    - Added video sequences volume.
    - Fixes to various car LODs to reduce pop-in in racing scenarios.
    - Adjusted driver position in the BMW M6 GT3.
    - Adjusted driver steering animations.
    - Adjusted wet tyre shader and added ambient occlusion on tyres.
    - Fixed potentially wrong resolution and crashes when starting the game.
    - Fixed multiple crashes occurring when quitting sessions.
    - Fixed replay time multiplier not resetting on session change.
    - Fixed potentially wrong car location detection.
    - Fixed static car shadow fading out at high speeds.
    - Improved tyre model combined grip.
    - Improved tyre heat model, especially in overheat conditions.
    - Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
    - Tweaks in preset setups for all cars (we highly advise to not use older setups).
    - Improved vertical surfaces aero model.
    - MoTeC Telemetry implementation.
    - Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
    - MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
    - Added native DBox SDK support.
    - Added option to enable/disable native Fanatec LEDs.
    - Setup minimum fuel load set at 2 litres for all cars.
    - Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
    - Steering ratio tweaks for all cars.
    - Monza BoP A adjustments for all cars.
    - Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
    - Sand traps now slow the cars down.
    - Fix to unreliable car spawn in certain situations.
    - Flipped cars will automatically spawn in the pits.
    - Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
    - Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
    - Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
    - Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
    - Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
    - Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
    - NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
    - NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
    - NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
    - Backend servers: improved reconnection stability.
    - Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
    - Passworded servers can now be created.
    - Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
    NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
    NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
    NOTE: The Broadcasting API is temporarily disabled


    v0.6.1

    - Added rear-view camera display in Lamborghini Huracán GT3.
    - Consistent mirror resolution in all cars.
    - Fixed ghost car not working in some instances.
    - Ghost car now has a more stable render
    - Fixed replay highlights increasing with longer sessions.
    - Fix to mirror resolution default.
    - Added presession timer to MP.
    - Fix to false-positive DQ resulting from teleporting to pits.
    - Fixed standings widget not updating total player count.
    - Fixed driving camera resetting after entering and leaving the pause menu.
    - Fixed both Nissans' setup ECU values, now start from 1.
    - Fixed potential issue with road effects settings not saving properly.
    - Race communication durations edited for important messages.
    - Race results now show gaps to leader.
    - AI skill and aggressiveness sliders remember last set values across game modes.
    - Informative help snippets added when selecting each graphics setting.


    v0.6.2

    - Fixed wrong first lap time when start-finish line is crossed before the green light.
    - Fixed AI erratic speeds during formation lap.
    - Added lumirank update in replay.
    - Enabled detailed animations in onboard cameras.
    - Added session over message for qualifying/practice.
    - Improved AI pace at Monza and Nurburgring.
    - Added intermediate solution to run the formation sequence in Multiplayer. Overtakes may happen, but enables controlled formation sequence.
    - Fixed protocol mismatch on the rating backend, resulting in wrong data.
    - Fixed SA Rating working in Multiplayer.
    - Fixed RC Rating preventing data being stored in Multiplayer.
    - NOTE: Due to incompabilities with the data, the Rating Profiles will be reset again.
    - Fixed end-sequence in Multiplayer: spotter annoucement, checkered flags and so on will now be correctly triggered.
    - Fixed formation sequence not starting when the leader is in the pits.
    - Fixed rare crash in the Multiplayer server, possibly also crashing connected clients.
    - Fixed races not showing time gaps in Multiplayer races.
    - Fixed tyres not being correctly selected based on dynamic weather conditions along with the setup.
    - Added "Official Test Server" opened for experimental features and testing. See the official support forum.
    - Fixed search and password text input issues in VR.


    v0.6.3

    - Fixed windshield water effects turning off with LOW and MED Effects settings.
    - Fixed EF Jaguar G3 missing hydraulic compressor sound.
    - Lamborghini Huracán GT3 aero correction.
    - Fixed "locked controls" message invisible in VR.
    - Fixed missing pause mode in shared memory causing unwanted shaking in motion rigs.


    v0.6.4

    - Fixed a bug in server leading to crashes and desynchronization of time, weather and sessions in Multiplayer.
    - Improved collisions in Multiplayer.
    - Fixed Multiplayer collision detection for the Safety Rating (SA).
    - Removed automatic disqualification in Multiplayer; we collected enough data to go on while allowing drivers to enjoy MP without false positives.
    - Added experimental fix to reduce the CPU occupancy in the accServer.
    - Added CPU warnings to the accServer.
    - Fixed name overlays not working for drivers that join Multiplayer.
    - Fixed label visibility in Multiplayer.
    - Fixed Driver Rating Profile displaying wrong data.
    - Disabled Driver Rating Profile "Total progression" chart.
    - Overall volume fine tuning.
    - Nissan GT-R GT3 automatic clutch fine tuning.
    - Ferrari 488 GT3 BOP correction.
    - Bentley GT3 2016 BOP correction.
    - Fixed automatic assist engine startup issue.
    - Improved AI pace all over the board


    v0.6.5

    - Disabled the option for randomWeather in the Multiplayer server.


    v0.7.0

    Gameplay:
    - Opened SRO E-Sports Series - Round 1 special event.
    NOTE: This special event is controlled remotely and may be invisible for a short time after the release.
    - Reintroducing Endurance game modes.
    - Added Custom Race Weekend mode that allows you to completely customize a race weekend, including number of races, mandatory pit stops and time multiplier.
    NOTE: Some features, such as the Superpole session will become available in the full release of the game.
    - Introducing penalties for various on-track transgressions: pitlane speeding, cutting, failure to serve mandatory pitstop within the pit window.
    Penalties include warnings, drive-through, stop&go and disqualification. Cutting is penalized depending on time gained. Cuts with large gains result in DQ straight away. Speeding in the pitlane may remove your fastest lap in non-race sessions, and serious speeding results in DQ straight away. Added penalty for reversing.
    - Introducing pit stops with refuel, tyre change, damage repair and serving penalties.
    - Introducing dynamic weather, custom weather and track status presets: the Weather page in the menu now allows you to select existing presets and enable dynamic weather for each single one of them. The preset defines the starting conditions, and also have a significant effect on what you can expect. Weather variability can range from 1 to 100%.
    The Custom weather preset allows you to set each aspect of the conditions, including cloud cover, the intensity of rain and levels of track wetness and standing water.
    NOTE: Selecting the Clear weather preset and high variability doesn't mean that you can expect drastic changes over a short period. Cloudy weather on the other hand, has a much bigger probability of producing precipitation, but variability can also render conditions to improve significantly.
    NOTE: The weather is designed to be dynamic over realistic periods of time. However, as it uses game-time, the player can accelerate weather transitions by using the time multiplier.
    - Various improvements in cut detection and corresponding penalties.
    - Fixed engine start assist sometimes failing to restart the car.
    - Added input to change secondary (Racelogic device) pages. Cycles between current laptime, delta, stint time and speed). Default key is ALT+D.
    - Added input to toggle wiper on and off. Uses last selected wiper speed. Default key is ALT+W.
    - Replay pause: now updated on random access.
    - Replay pause: now possible to use the free camera controls with the same speed as 1x speed.
    - Improved management of automatic highlights priority and avoiding flood.
    - Option file for replay in [Documents/Assetto Corsa Competizione]/Config/replay.json
    - Added possibility to reduce saved replay time in options/general.
    - Fixed wheel speed with different replay playing times.
    - Fixed replay focused camera for disconnected cars during random access.
    - Next car/previous shortcut is now based on relative car positions.
    - Improved logic for white/yellow/blue flag and optimizations for marshalls.
    - Fixed fireworks/tracklight/endmode for replay.
    - Permanent spotter message groups.
    - Added short wait time at the start of the formation to allow enough time for manual starting procedure.

    Ratings:
    - Fixed Safety Rating (SA) decaying in both race and solo conditions.
    - Improved Racecraft Rating (RC) development directly after unlocking.
    - Improved Consistency Rating (CN), should now be more sensitive to inconsistencies.
    - Improved Consistency Rating (CC) to be less volatile.
    - Improved ingame rating widget to highlight rating value gains.
    - Rating widget will now allow to unlock the highest rating Competition (CP) and remain in collapsed state then.
    - Added data charts and insights for SA and RC rating Driver Profile Rating Page.
    - Fixed driver category assignment in Total Rating page, added Beginner and Rookie categories.
    - Due to the significant changes in RC and SA, both ratings will be reset. Progress in TR, CN and CC will remain.

    Visuals:
    - Fixed a bug in VR that caused the racing HUD to flicker and hit performance by constantly re-rendering the overlay.
    - Introducing visual and mechanical damage:
    Mechanical damage affects bodywork, suspension, aero and tyres.
    Visual damage affects bodywork, windows, can deform body parts and also affects the functionality of headlights.
    - Added dynamic windshield dirt effects that are cleaned off during pit stops.
    - Added blurred brake disc visuals.
    - Fix for Dash and DashPro cameras having wrong offset/rotation when using custom settings.
    - Fix for wrong camera pitch after F1 cycle with lock to horizon enabled.

    UI/HUD:
    - First release of the new multi-page and multi-functional widget, replacing the old Standings widget.
    It contains a real-time track position page, standings, pit stop strategy and car electronics. Navigation is possible with all navigation inputs, including keyboard arrows, D-Pad and mouse.
    It enables the player to control all car-related inputs (TC, ABS, wiper, lights, rain light etc.) on the fly, without having to map each key to the steering wheel/button box.
    NOTE: the MFD uses navigation inputs, which means input overlap may need some bindings to be remapped.
    NOTE: the MFD navigation in VR is not yet functional, thank you for your patience.
    - Introducing weather forecast and grip status widget: a simple widget on the HUD that alerts the player of changing weather forecast in 10 and 30-minute projections. It is also visible on the race and setup screens.
    NOTE: It shows weather forecast in real-world time, which means in accelerated sessions the forecast will be translated to a time that is easier to understand for the player.
    - Fixed timing issues on car dash displays.
    - Additional server information on Multiplayer lobby page, including session status and dynamic weather indicator.
    - HUD pages can now by cycled backwards using Shift+F2.
    - Added realtime track position widget.
    NOTE: it is now the default page inside the MFD in multi-car sessions.
    - Weather and Track status summary now visible on the weather tile in the Single Player page.
    - Added helper information for various single player pages and the new weather page.
    - Added tyre pressure readout on tyre app to help users who do not use cockpit cameras monitor tyre pressure.

    Physics:
    - Optimizations in multithreaded CPU calculations.
    - Brake duct simulation. Influences brake disc heat and braking efficiency, but also rim and air temperature inside the tyre and thus pressure and general tyre temperature.
    - Brake duct settings in setup aero screen for all cars. Setting 0 is a completely closed duct and can provoke brake fade very very fast, exceeding 1000°C. Never to be used in a real race, but added for simracer's gratification. Setting 6 is completely open and can keep the brakes very cold.
    The peak temperature is of course important but keep in mind that a low setting not only heats up more, but doesn't cool down the brake in the straights, so the heat accumulates and keeps dissipating heat to the tyres.
    Ideally you want your front brake HUD to show green or slight yellow at the end of your braking zone and your rear, green. Don't judge after just 2,3 braking zones. Do a couple of laps and let the brakes do some heat/cool cycles to arrive at a balanced condition.
    - Suspension damage for all cars (WIP).
    - Basic aero damage for all cars (WIP).
    - Optimizations to tyre flex at very low speeds, to diminish or even eliminate an FFB vibration around 50kmh.
    - Added tyre pressure and potential puncture influenced by riding kerbs aggressively.
    If you ride stepped kerbs with low tyre pressure (cold tyre) the tyre flex might provoke pressure loss. How much pressure loss is not easy to predict, but the lower the pressure the more pressure loss will happen. Hitting the kerbs and sliding laterally over them with low pressures can result to a tyre deflation losing all pressure instantly in less than a lap. Avoid kerbs with very cold tyres at all costs. When the tyre has adequate pressure, the risk of loss of pressure is almost null so you can attack kerbs again. Be careful when racing on slick tyres when it starts raining. The tyres will lose temperature very fast and so you must avoid kerbs until you enter for your pitstop. Any pressure over 26psi is relatively safe. The whole system is complex, brand new and we are still working on it. Thank you for your patience.
    - Improved collision model, which significantly benefits car-to-ground collisions. Also brings significant improvements to car behaviour when attacking any kind of kerbs.
    - Start ECU assist now has more discreet intervention because of the launch control implementation. To start, just floor it in 1st gear with clutch on and revs will be limited to 5000rpm. The less start assist should aid when trying to spin around on grass after a track exit.
    - Tweaked TC logic for all cars. Permits more slippage in straight line and more angle. Can result in more oversteery cars in lower TC settings so take care when track is slippery.
    - Fixed bug that could cause an event to start with tyres in ambient temperature if user clicked directly on drive.
    - Wet tyre adjustments.
    - Slick tyres optimum pressure range now 1-2 psi higher.

    Audio:
    - Exterior engine volumes are now higher.
    - Interior engine volumes are now higher.
    - Fixed wind sound in tunnel/underpass sometimes not played properly.
    - Fixed pit alarm sirens sometimes not played properly.
    - Tuned exterior volume for engine reverb and reflection.
    - Tuned volume attenuation curve for opponents when the player is in cockpit/chase cameras.
    - New radio messages and alerts, including penalties, damage, tyre pressure warning.
    - Fixed possible crash changing device for xaudio2.
    - Fixed inconsistencies in ambient zone audio.
    - Updated fmod to version 1.10.10.

    Multiplayer:
    - Fixed issue where the HUD would vanish after a session transition.
    - Enabled server rating requirements, see updates in https://www.assettocorsa.net/forum/index.p...r-admins.54830/
    - Added dirt and visual damage to Multiplayer.
    - Improved server lobby stability.
    - Enabled dynamic weather in multiplayer server configuration, see updates in https://www.assettocorsa.net/forum/index.p...r-admins.54830/
    - Improved race-weekend track condition simulation in Multiplayer when dynamic weather is used.
    - Safety (SA) and Racecraft (RC) ratings will change with a drastically reduced rate on password protected servers.
    - Added server admin commands: /kick and /ban.


    v0.7.1

    - Fixed a bug in some tracks where pitwall proximity would invalidate the lap.
    - Removed penalty audio message at the end of the race.
    - Fixed incorrect #26 Special Event description.
    - Fix for MFD losing focus after a pitstop.
    - Fix for potential setup initialization issues when changing game modes.
    - Fix for Real-Time display showing lapped entries in non-race sessions.
    - Missed changelog entry from initial release: default keyboard mappings have been changed to free up the arrow keys for MFD navigation.
    Custom mapping for various controllers will be implemented at a later time. Thank you for your patience.
    - Fixed auxiliary light mesh not fitting the Nissan GT-R Nismo GT3.
    - Fix for lack of expected rain probability with high variability percentages when setting high cloud density and dry track surface.
    - Repair time added to teleport during race.
    - Fixed wrong damage message after teleporting to pit.
    - Enabled 10 laps telemetry saving by default on Huracan GT3 monza preset setups.
    NOTE regarding old setups: setups created in older builds will have extreme brake duct settings and may cause braking issues and overheating. Please adjust accordingly.
    https://www.assettocorsa.net/forum/index.p...e-damage.55903/
    NOTE regarding control presets: old control presets created in previous versions may cause issues. It is recommended to delete your old controls.json in Documents/Assetto Corsa Competizione/Config/ and start from scratch.


    v0.7.2

    - Fixed qualifying rule bug in Custom Race Weekend when the number of race sessions set were fewer than the number of qualifying sessions.
    - Fix for cut warnings used in non-race sessions.
    - Improved AI behavior under braking in traffic.
    - Added AI reaction time at race start.
    - Cars lapping the focused car now indicated red on the real-time display.
    - More consistent real-time display.
    - Fixed controls lock issue after a race restart.
    - Enabled refueling in Multiplayer pitstops.
    - Fixed potential freeze/crash in Multiplayer.
    - In Multiplayer, players who are late to press "Drive" before the formation lap will be sent to pitlane with controls locked.
    - Fixed mandatory pit calculation for AI if Driver Stint pitstop mode is selected.
    - More reliable blue flag triggers.
    - On race-end, the real-time display now shows the official finish position.
    - Fixed track getting dry too quickly when rain goes down in small increments.
    - Disabled "Remove fastest lap" penalty from practice and qualifying.
    - Fixed MFD taking mouse focus away from the Pause menu.
    - Possible fix for missing Force Feedback in VR mode.
    - Fix to a bug that switched the F3 camera set when switching cars (both in replay and in game using shift+arrows).
    - Improved manual and automatic clutch issues and functionality.
    - Fixed VR navigation in the Multiplayer lobby page.
    - Navigation is now possible in the MFD in VR mode.
    - Fixed a bug in dynamic weather that removed the starting rain from the Light Rain preset with dynamic mode enabled.
    - Fixed replay searching for a car that is already disconnected in Multiplayer.
    - Added priority to player-related penalty messages in race communication.


    v1.0.0

    General:
    - Added Porsche 911 (991) GT3 R.
    - Added Porsche 911 (991II) GT3 Cup.
    - Added Mercedes-AMG GT3.
    - Added Audi R8 LMS.
    - Added Lamborghini Huracán Super Trofeo (2015 Model Year).
    - Added McLaren 650S GT3.
    - Added Bentley Continental GT3 (2018 Model Year).
    - Added Aston Martin Racing V12 Vantage GT3.
    - Added Reiter Engineering R-EX GT3.
    - Added Lexus RC F GT3.
    - Added Honda/Acura NSX GT3.
    - Added Circuit de Catalunya (Barcelona).
    - Added Silverstone Circuit.
    - Added Circuit de Spa-Francorchamps.
    - Added Brands Hatch Circuit.
    - Added all drivers, teams and unique car liveries from the 2018 European Blancpain GT Series.
    - Switched to UE 4.22.
    - CPU optimizations that should bring significant improvement on all tracks.

    Physics:
    - New ABS logic update for all cars. ABS level can greatly influence your braking distances depending on weather and track conditions.
    - Physics-based flatspotting re-enabled and greatly improved. You can badly flatspot your tyres with 2 or 3 high speed spins. The tyres will tend to lock up on the same flatspot, high vibrations to the suspension (and Force Feedback) when the flatspotted tyre is put under load (braking, cornering).
    - Fuel load simulation/testing. You can find this new slider under Aero/Rear box. This only works in practice sessions. It is disabled in qualification, hotlaps/hotstint and race sessions.
    Once you have created your setup, you can move this slider and load the car with the fuel you want (less or more), and the ride height will change accordingly. The resulting ride height might be higher or lower than the actual setup. When you modify the ride height, the option will be disabled again.
    - ECU and throttle map improvements for all cars
    - Tyre sets implemented. There is a limited number of slick tyre sets available for race weekends (which can also be set to unlimited.)
    When enabled, make sure you keep an eye on tyre sets and their wear in the Setup/Strategy page.
    ACC assigns the following number of tyre sets for each different race type:
    Sprint race weekend: 5 sets
    Endurance 3 hours race weekend: 6 sets
    Endurance 6 hours race weekend: 9 sets
    Endurance 24 hours race weekend: no limit.
    There is also no limit for wet tyre sets.
    The feature only works in offline gameplay for now. Online game modes feature unlimited tyre sets.
    Individual sets still get wear, so make sure a new tyre set is selected in every session (there is an automatic progression even if the player doesn't change the set manually).
    - Kerb grip updates. Kerbs are now VERY slippery when wet.
    - Rubbered wet line update. Rubbered wet line can be VERY slippery until cleaned by heavy rain.
    - Improved tyre model bumps and kerbs impact.
    - Improved rolling resistance influence.
    - Improved wet grip simulation and wet rolling resistance influence.
    - Improved tyre wear. Fresh tyres give maximum performance for 3-4 laps depending on track, then lose performance fast and stabilize after 6-7 laps. Afterwards they will lose performance gradually but laptimes might remain stable or very little loss, because of losing fuel weight.
    - Added wind simulation in variable conditions. Wind will be higher just before and during a weather change (from sunny to wet and vica versa). It will settle to lower values when the weather is stable. Wind values have been taken from the real circuits on the actual race date and are used as a probability base for the in-game wind simulation.
    - Updates on all car Balance of Performance for all circuits.
    - Fixed an issue that resulted in FFB values passed during the fadeout after pressing Quit in the pause menu - probably also resulted in gamepad vibration remaining in the UI after quitting.

    Audio:
    - Optimized channels usage.
    - Improved opponents positional audio and distance scale.
    - Overall volume balance.
    - Reworked audio listening-priority.
    - Reworked tyre damage / crew chief warning logic.
    - Better audio stopping on quit game.
    - Better logic for lastlap / hotstint / hotlap crew chief messages.
    - Fixed a rare bug that fills up both real and virtual channels.
    - Fixed crew chief audio that kept playing after car teleport.
    - Fixed 'flickering doppler effect' for the F7 camera, F3 cameras, chase cam and helicam.
    - Fixed missing pit alarms on various tracks.
    - Fixed ambient sounds flickering in F3 cameras
    - Fixed ambient sounds not playing in some cases.
    - Fixed opponents not audible when the focused car is in the pits


    Graphics:
    - Reworked Temporal AA engine algorithms in order to mitigate the ghosting effect
    - Added Projection Correction option to the View Settings
    - Removed vignette effect from TV Cameras.
    - Adjusted sky.
    - Adjusted rain particles.
    - Fix to aux lights not being linked to moving car parts.
    - There is a new type of fake body and tyre shadows on all cars that produce less clipping.
    - Opponent visibility now doesn't affect TV cameras.
    - Helicam added.
    - New video options: now contains presets and also additional image-related settings, such as white balance, exposure gain, light absorption and contrast.
    - Video options revised for more consistent image with various levels of settings.
    - New TV2 camera sets.
    - Fixed LED strip not invisible in DashPro camera.
    - Opponent visibility now has a threshold to reduce car flickering.
    - Onboard camera shake
    - New Driver name label styling

    Gameplay:
    - Added Championship game mode.
    You can play the official 2018 season (Sprint, Endurance or Full Season) or set up a Custom Championship, where you can customize each round.
    - Added Career game mode
    Includes two seasons, including introductory test sessions and an introduction to Sprint and Endurance racing in a car of your choice.
    - Added Save Game functon - initial implementation allows one game session to be saved and loaded. Save feature is limited to Single Player race weekend modes. Multiple save option and save during career/championship sessions to be added later.
    Championship and Career progress is saved in between events.
    - Added reset of collidible and destructible objects on session restarts and progression.
    - Added saving/loading replay.
    - Added auto save replay (you can enable it in general settings).
    - Added reverse mode for replay.
    - Fix for mandatory pit when driverstint is used.
    - Fixed wrong first digital display shown on replay start.
    - Added the possibility to change the digital display page for every car (not only player car), including replay cars.
    - Fixed possible broadcast replay crash due to wrong timing.
    - Improved AI formation logic to follow the player car if it is the polesitter.
    - AI to follow the player car during formation if he starts moving before the 10-second waiting time. This way the player is no longer able to create a gap by starting early from pole.
    - Quick Race and Custom Race Weekend car selection and opponent logic completely revised: should be way more user friendly now, and more importantly, there are no entry duplicates in these modes anymore.
    Essentially the player now can select every single entry and there is only one version of each, same for the opponents, also ingame the player gets the appropriate body kit, so the field will be mixed.
    - Added autosave for highlights
    - Gameplay and AI logic additions:
    The AI will now go back to change tyres if the weather changes (with a randomized required-rain level in order to not have them all going to the pit together), and when fuel is low.
    The same system pops up a message to the player about tyre choice.
    - Driver stint logic is added.
    - Sprint race no longer has the driver swap option because it's mandatory, it is a forced swap if the player pits in the pit window for the first time.
    Endurance race instead always has the swap option open.
    - Track status on the top of the screen is now connected to the race director.
    - AI is now faster when re-entering the pits.
    - Fixed a bug that allowed the Pit Window time to be the same as the Race Length in short custom race weekends.
    - Fireworks only start when leader crosses the finish line.
    - Added fixed-time refuelling rule for Endurance weekend (non-endurance races will have refuel time depending on fuel amount, in endurance mode -> fixed time).
    - Podium sequence added after race sessions if player finishes in top 3.
    - AI now slows down in the cooldown lap.
    - Single player green light now starts earlier and not so close on the S/F line.
    - Single player double formation tweaks on some tracks (closer to the last curves).
    - Penalty system:
    1) There is a huge difference between cut estimates of
    a) first lap without having had the corner in a clean way yet
    b) lap after having a clean reference for this corner
    2) Zolder + Paul Ricard now should invalidate the next lap in Hotlap, Superpole, Qualifying if the last corner was cut in order to make the next lap faster.
    3) Pit entry/exits won't trigger false positive penalties.
    - AI levels tweaked in wet conditions: there is a lot more random factor in their driving. They also "see" puddles now.
    - End-of-race sequence reworked: now possible to either drive a full cooldown lap (with the AI) or press ESC after crossing the finish line.
    Pressing ESC before the opponents would finish the race lands the player in a screen that shows live leaderboard and unfinished opponents. Once all opponents finish the session, the player is taken to the official summary results page.
    - Added improved automatic retire function for cars stopped on the track, both AI and player. Time tolerance depends on position and whether or not the car is facing the wrong way.
    - Reworked pitlane spline logic for AI pit entry
    - Collisions between cars are off during all the pitentry / pitexit procedure.
    - Fixed a bug in dynamic weather progression that could cause extreme conditions from one session to another.
    - Fixed slow motion during replay.
    - Added onboard camera for the camera cycle buttons of the replay HUD.
    - Next/previous car camera in replay HUD now try to show the next/previous car in the track and not randomly chosen.
    - Various replay hud fixes (start/stop on end)
    - Fixed replay lap marker for replays that are shorter than the session.
    - Fixed 'jumpy' car during replay due to low opponent visibility during recording.
    The autosave saves the replay and the highlights as well.
    Note: if you save manually the replay and then exit, the autosave is skipped (10 seconds of cooldown).
    - Full green course for starting race.

    UI/HUD:
    - National cars are now selectable in Quick Race.
    - Reworked MP starting leaderboard: now is based on grid until first split (and as a consequence re-enabled the RT leaderboard during formation lap).
    - Flags widget added on HUD.
    - Weather forecast widget added in Setup, race HUD and pitstop strategy MFD page.
    - Leaderboards updated with car badge icon and class indicator for the racing number.
    - Updated leaderboards and standings widget layouts.
    - Pit strategy and Tyre set selection added to MFD Pit page.
    - End-of-race splash screen now displays race results. It also shows results in all game modes and sessions.
    - SP session intro sequence revised, it brings the player straight to the welcome screen.
    - Pit Window Open message moved up to the session status.
    - Added option to skip the intro camera sequence in SP game modes in the General Options.
    - Driver Stint time is displayed on the HUD.
    - MFD automatically switches to pit page in the pit zone.
    - Pre-race UI collapse button collapses the leaderboard.
    - Standing water is now clamped to track wetness in the Weather settings.
    - Added random weather and random track options to Custom Weather preset.
    - MFD realtime now shows last lap briefly for the player too
    - Active camera set is displayed in broadcast and TV cameras
    - standing leaderboard now has the correct grid order until first split
    - Added Overtime and Session Start countdown widget for SP and MP
    - Intro sequence is now disabled automatically in VR mode
    - Combined Qualy laptimes are now displayed in the leaderboards in Endurance weekends.
    - Active tyre set displayed on the tyres widget.
    - View settings: cockpit camera movement is now a percentage slider.
    - Added "look with wheel" option to View Settings.
    - Added replay options in General Options.
    - Wind is displayed in weather forecast widget.
    - Setup screen now shows tyre set wear, including flatspots, graining and blistering.
    - Realtime leaderboard and official leaderboard now show the correct grid position until first split.
    - Realtime leaderboard now show the correct official finish position after the finish line.
    - Filtered position for relatime position and various improvements.

    Ratings:
    - Enabled the last and highest "Competition Rating" (CP). See https://www.assettocorsa.net/forum/index.p...ting-1-0.57088/
    - TO Rating now has a working trend indicator and graph.
    - CP Rating has a graph and session details.
    - Fixed CC and CN Ratings being very volatile, should now move within reasonable limits of +- 1 or 2 points.
    - Fixed Driver Category resetting to Bronze frequently.
    - Unlocking PC will automatically unlock SA.
    - Unlocking RC will automatically unlock CP.

    Multiplayer:
    - The server list now contains a "LAN Servers" button which will show servers on the local network.
    - Added spectator mode.
    - Added server configurable entry lists.
    - Added Multiplayer driver swaps.
    - Added wind to dynamic weather component.
    - Added new Quickjoin multiplayer menu.
    - Added special "Competition servers" as new Multiplayer game mode.
    - Server slots now depend on the rating requirements (public servers only).
    - The big changes are mentioned here: https://www.assettocorsa.net/forum/index.p...ting-1-0.57088/
    - Improved netcode and server performance.
    - Improved Multiplayer error messages.
    - Timetable HUD (TAB or F2) should use the final results instead of the leaderboard, when available.
    - Fixed a bug that teleported players who joined during the Formation countdown phase.
    - Fixed a bug that could crash the server when a car teleported into a specific pit - notably on the Hungaroring.
    - Netcars now should have the correct tyre positions in every situation.
    - Fixed a bug that prevented the 0.7.2 refueling fix to work as expected.
    - Fixed a (rare) crash related to the chat application.
    - Fixed a situation that can lead to double-assignment of grid positions.
    - Added "dumpLeaderboard" option, which will save session results as json file.
    - Fixed wrong driver name assignments, especially on team cars.
    - Fixed green/red flashing Delta time when spectating other cars.
    - Re-enabled the Broadcasting API after adjusting to the new Gameplay code (since 0.6).
    - Broadcasting API: Added new events with auto-replay feature for laptimes, records, offtrack, collisions and similar highlights.


    v1.0.1

    GENERAL:
    - Tweaked pit location message for accuracy.
    - Fixed wrong dynamic weather appearance during replays.
    - Enabled reverse button for the replay HUD.
    - Fixed a crash with a specific TV camera at Silverstone.
    - Fixed controller issues in Q2 and R2 sessions of Career events.
    - Fixed crash on Championship grid generation when circuit had too few pit boxes.
    - Fixed wrong audio message when the current penalty is worsen.
    - Added cut warning and drive through penality audio messages.
    - Fixed points not loading right away in Main Career page.
    - BAT shortcuts added for Oculus and SteamVR launch modes for external game start.
    - Fixed wrong physical pit entry zone at Silverstone that lead to confusing penalties.

    MULTIPLAYER:
    - Fixed crash when drivers join under certain circumstances.
    - Fixed spectator mode slot assignment.
    - Fixed Silverstone short formation lap not triggering correctly.

    RATINGS:
    - Fixed "too slow" (TR+CC) for tricky corners like Eau Rouge.

    GRAPHICS:
    - Fixed endurance light emissive on the Lexus RC F GT3.
    - Fixed missing auxiliary lights on the Honda NSX GT3.
    - Fixed flipped mirror reflection in the Mclaren 650S GT3
    - Fixed car position offsets in the showroom.

    UI:
    - Fixed preset for Fanatec Podium DD wheels.
    - Fixed various presets with wrong steer rotation values.
    - Fixed incorrect maximum opponent count in championship.
    - Removed incorrect texts mentioning early access from the user interface.
    - Fixed navigation in Setup page.
    - Fixed navigation in Main menu page.

    AI
    - Increased AI minimum distance during formation laps.

    AUDIO:
    - Fixed bass frequencies/LFE not redirected/working properly for some cars.
    - Fixed gearbox compressor sound plays on some cars that don't have it.
    - Minor audio tweaks.


    v1.0.2

    GENERAL:
    - The exe now starts in "-nohmd" mode if "-vr" is not specified.
    This now allows direct shortcuts with "-vr" command and reduces the number of required launch modes in Steam.
    - Fixed a crash when pausing the game from the helicam.

    GAMEPLAY:
    - Added savegame system in Career and Championship modes.
    - Savegame feature is not available in Hotlap and Hotstint mode
    - Improved general .json encoding system.
    - Added structure to manage multiple savegames (Single Player).
    - Added auto-saving after complete sessions in Career and Championship.
    - Fixed driver stint status in savegame.
    - Fixed incorrectly forced 10-minute driver stint length in championship and career.
    - Fixed inaccurate session results in some savegames.
    - Fixed Fanatec LEDs building in reverse order (due to a change in the Fanatec SDK).
    - Updated controller presets.
    - Fixes to MP replays (e.g. flickering spawned cars when the replay was shorter than the session).
    - Fixes to game stability.
    - Tweaks to accident/yellow-flag highlights.
    - Fixed a bug of 'ghost cars' appearing in some cases in multiplayer highlights.
    - Added option to customize weather for championship rounds.
    NOTE: selecting "Custom" weather allows the player to customize the weather for every championship round before each event.
    - Fixed end-race cameras and car positions (e.g. back from replay after end-race highlights).
    - Fixed HUD disappearing after trying to play an invalid replay.
    - Revised AI skill levels in Career in various difficulty settings.
    - More straightforward session-end:
    Added status message at the end of sessions informing the player to wait for all opponents to cross the finish line before proceeding to the next session.
    - Fixed ignition turning off when killing the engine during pit stops.

    UI:
    - Added mouse input in VR.
    - Fixed an issue with navigating the MFD in VR.
    - Fixed tyre sets section being incorrectly active when wet compound was selected in the tyre and strategy windows in the Setup screen.
    - Fixed incorrect title in the Championship car selection menu.

    AUDIO:
    - Audio communications optmization.

    GRAPHICS:
    - Added another AA method.
    Temporal is now more effective against jaggies, while KTAA is more effective against ghosting.
    - Revised steering animations on various cars to delay hands switching over too early.
    - Fixed rim speed different from tyre speed.
    - Fixed slow motion rim/tyre speed in replays.

    MULTIPLAYER & RATINGS:
    - Reduced the join lag when a new car model joins a session.
    - Drivers cannot join ongoing race sessions anymore (server settings option "isRaceLocked").
    - Fixed race track status not being properly reset after the race session.
    - Changed the way backend systems store data, so data is still correctly saved even under high loads.
    - Racecraft Rating calculations are temporarily suspended.
    - Rating widget now will correctly detect reconnections. While disconnected, it will simply dissapear.
    - Backend systems performance improvements.
    - Advanced MP options: Fixed the slider weights for night and rain.
    - Advanced MP options: Increased the significance of "clean": Users with higher SA won't see unrestricted servers anymore, unless "clean" is reduced below 50%.
    - Advanced MP options: Increased the significance of "latency": Users with higher SA won't see unrestricted servers anymore, unless "clean" is reduced below 50%.
    - Advanced MP options: Increased the significance of track weights, especially low values will massively rank down corresponding servers.
    - Matching now (almost) ignores servers in race sessions, instead of ranking them down.
    - Fixed CP servers not showing up for a number of user IP addresses.

    PHYSICS & FFB:
    - Force Feedback Post-Processing is now available like in the original Assetto Corsa.
    Copy your "ff_post_process.ini" and associated LUTs to "Documents/Assetto Corsa Competizione/Config".


    v1.0.3

    GENERAL:
    - Audio optmizations to lower the memory footprint.
    - Fixes to overall game stability and added logging.

    GAMEPLAY:
    - Fixed a rare bug that failed to turn on the ignition in AI cars.
    - Fixed driver swap missing in Race 2 of career race weekends.
    - Fixed autosave not storing tyre set wear data.
    - Fixed random weather not randomizing ambient temperature.
    - Fixed potential issue not auto saving replays

    GRAPHICS:
    - Fixed disabled driver foot animations in the Mercedes-AMG GT3.

    UI/HUD:
    - Revamped controller options menu, allowing keyboard, direct-input and X-input customization.
    NOTE: old controller presets will continue to work.
    - Fixed widget position when the car crosses the finish line.
    - Camera movement and look-with-wheel sliders activate/deactivate in relevant camera modes.
    - Fixed a bug on the weather page that allowed rain level without cloud level when after entering the page.
    - Fixed confusing behaviour of random track button on the weather UI.
    - Fixed weather summary incorrectly reporting dynamic weather disabled with random weather on.
    - Fixed podium sequence not responding to mapped pause key.
    - Fixed championship AI aggression being incorrectly limited to 80-100%.
    - Default championship settings updated.
    - Resume button added inside the main Championship and Career pages.
    - Revised layout organization of race-end messages.
    - Fixed wind speed not being absolute value.

    VR:
    - Mouse in VR: added wheel and scroll bar support.
    - Fix to the HUD stereo layer clipping with the car geometry.

    RATING & MULTIPLAYER:
    - Solved "No CP server in your region" display for users that should actually see them.
    - Server pings are now displayed accurately in the UI.
    - The "too slow for Eau Rouge" fix introduced in 1.0.1 is now more accurate.
    - Fixed a an issue where cars can load without setup (=no ABS/TC) applied / HUD invisible.
    - Entrylists can now use "isAdmin" as intended.
    - Entrylists can now use "overrideDriverInfo" as intended.
    - Added ServerAdminHandbook v1 to the server folder.


    v1.0.4

    GENERAL:
    - Fixed gameplay freezes.


    v1.0.5

    GENERAL:
    - Potential fix for failure to start the game with a particular combination of characters in the username.
    - Added logs for autosave replay issue.

    RATING & MULTIPLAYER:
    - Minor changes to the server ping system.
    - Fixed CP servers memorizing disconnected users in certain situations.
    - Added 2nd results json file (via dumpLeaderboards) that contains more information.
    - Enabled Lumirank display in Multiplayer.
    - (Slightly) reduced amount of necessary netcode packets, especially while other cars are changing setups.
    - Fixed server trying to connect to the secondary lobby backend first.
    - Race weekend resets now reset the track grip as intended again.
    - Added configuration option "randomizeTrackWhenEmpty".
    - Added "forceEntryList" option for non-public servers.
    - Fixed "maxClientsOverride" not working as indented, including the calculation for specator slots left on busy servers.
    - Improved "/next" admin command, which now always forces the end of the session instead of skipping to the next one.
    - Race weekend simulation now allows to chain sessions, so the weather and track condition will just carry over.
    - CP Servers will now chain the Qualifying session into the Race session, so the starting conditions are well known.
    - Teleports of own car will now re-focus it in the last drivable camera.
    - The initial CP Rating (until a certain amount of races/positions have been completed) changed. Winning points will move the CP Rating more directly to the target, while losing only gives a comparably tiny progress.
    - Improved backend stability, moved one in-memory cache layer to hard disk.
    - Server now creates the required folders if necessary.
    - The Pitstop MFD can now be used in FP and Q while driving in a team, allowing swaps in all session types.
    - Updated Server Admin Handbook v2 to cover: "Custom cars", "overrideCarModelForCustomCar", "customCar"; "forceEntryList"; "randomizeTrackWhenEmpty"
    - Fixed setup and timing serialization in driver swap situations. The car taking over should now be able to use the Pitstop MFD as intended.

    GAMEPLAY:
    - Fixed tyre wear incorrectly resetting in pit stops.

    UI:
    - Fixed issues with rebinding an existing control and saving presets.

    AUDIO:
    - Audio scale improvements.

    PHYSICS:
    - Fixed Mercedes engine damage raising too much at engine limiter. Additional damage tweaks for Audi R8, Lamborghini Huracán and BMW M6.
    - Fixed Honda NSX too high fuel consumption.
    - Honda NSX AI tweaks.
    - Fixed missing Porsche aggressive Nurburgring setup.
    - Fixed astroturf grip level at some locations on Spa.

    AI:
    - Improved AI movement when they are on the outside.


    v1.0.6

    GENERAL:
    - Fixed a potential crash when resuming career and championship.
    - Added first implementation of blue flags during qualifications.
    - Tweaked MP highlights to avoid unnecessary out-of-track highlights.

    GAMEPLAY:
    - Sprint Race driver assignment now matches real-life rules. (Drivers are designated to Q1, Q2, R1 and R2 based on licence).

    UI:
    - Added chat window on Multiplayer menu screens.
    - Fixed a bug where the player could remain stuck in the podium animation sequence when using VR.
    - Fixed wrong default tyre set when opening MFD pitstop page without going to setup before the session.
    - Fixed MFD not updating in non-interactive phases.
    - Removed engine repair option from MFD.
    - Relocated "lock to horizon" setting from video settings to view/camera settings page.
    - Now possible to save driver profile with a blank nickname.
    - All setup strategies start from 0 litres of fuel instead of 2.
    - MFD now correctly shows 0 fuel to add from pit strategy.
    - Player now receives alert of pitlane speeding in real time, not at the end of the pitlane.
    - Disabled an obsolete PP effect that resulted in heavy GPU load in the user interface with ultra-high resolutions.
    - Pit window message now includes a timer with time left until it closes.

    AUDIO:
    - Reworked audio bank loading logic.
    - Reworked pitlane audio listener priority.
    - Improved exterior and blow-off valve sounds for Ferrari 488 GT3.
    - Volume level minor tweaks.

    RATING & MULTIPLAYER:
    - Server admins can assign a free formation lap (without limiter) via /manual start during the wait time.
    - Private servers can set up a full formation lap via "shortFormationLap": 0 in the settings.json.
    - "Setup" cannot be selected as Spectator.
    - Fixed Pit MFD page not always visible in driver swap scenarios.
    - Improved timing accuracy in driver swap scenarios.
    - Session overtime will now be skipped in more clever ways.
    - Fixed HUD disappearing under certain circumstances.

    PHYSICS:
    - Fixed Mercedes-AMG GT3 excessive fuel consumption.
    - Fixed setup UI showing excessive blistering and graining values.
    - Fixed aggressive setup selection for Porsche GT3 at Nurburgring.
    - Fixed Mercedes GT3 brands hatch aggressive setup TC, ABS and ECU values.
    - Bentley 2018 ECU is not zero-based (starts from 1).
    - Porsche 991 GT3 R ECU maps between wet and aggressive setup corrected (now inverted).


    v1.0.7

    GENERAL:
    - CPU optimization on the game thread resulting in less CPU usage with AI.
    - Added all cars' locations to shared memory.
    - Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages.
    - Added initial TrackIR plugin implementation.
    NOTE: a specific profile is required to be set up, please follow our forums for more information:
    https://www.assettocorsa.net/forum/index.p...9/#post-1079785
    - Texture memory optimisation.
    - Added enable TrackIR camera setting.
    Disabling the plugin eliminates possible view-related issues caused by tracking devices used in other games.
    - Possible fix for localVelocity in shared memory struct.

    GAMEPLAY:
    - Mid-session saving is re-enabled.
    NOTE: 1.0.7 adds a new version of saved games and will make any saved games from earlier releases obsolete.
    The feature will require saving in the most recent game version to function currently.
    - Added ability to save multiple games and load then individually.
    NOTE: Championship and Career can still only have a single saved instance.
    - Now save games correctly handle car damage.
    - Fixed bug with brake ducts and brake temperatures in saved games.
    - Fixed a bug with loading incorrect brake bias and other setup values in saved games.
    NOTE: it will only work with new saved games.
    - Fixed inconsistent AI skill levels when reloading a saved game.
    - Fixed a bug where restarting the engine was not possible in certain cameras.
    - Fixed a bug with championship status when starting a new championship with another season in progress.
    - Fixed wrong blue flag when only one car remains on the track.
    - Reworked driver stint logic in Endurance game modes.
    - Added driving time limit per driver in Endurance game modes.
    - Added driver stint requirements per different Endurance modes as per real-life regualtions.
    - Improved AI strategy in stint-based game modes.
    - Fixed rare bug with engine failure when saving a game on gear change.
    - Fixed 24H total driver stint time.

    AUDIO:
    - Disabled possibility to trigger the Helicam audio during intro sequence.
    - Stop&Go penalty engineer audio message.

    CONTROLLERS:
    - Mouse steering overhaul.
    - Steering linearity added to controller settings.
    - Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right).
    - Fixed clutch limit bug when using maximum deadzone.

    UI/HUD:
    - Added Save Game window in the main menu to load saved games.
    - Fixed chat window auto pop-in bug when receiving messages.
    - Electronics and pitstop MFD page made more compact.
    - HUD and car dash delta relinked to same source.
    - Adjusted button alignment in the Replay menu.
    - Fixed a bug where saving a setup with "/" in the file name would create a new folder.
    - Fixed a bug where controller input was lost on the leaderboard page of the career and championship.
    - Car previews now reliably load high-res textures in preview screens.
    - Small car previews now reliably load on the Special Event pages.
    - Added replay leaderboard and 'Toggle HUD' button in the replay HUD.
    - Removed redundant "Driver" button on Player page.
    - Updated UI background images and logos.
    - Championship end-page logic review.
    - Restyling of the championship and career pages.
    - Added option to scale race HUD widgets.
    NOTE: in this implementation it allows the player to resize the elements of the race HUD overall.
    - Added "Continue" button for championship weather page.
    - Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again).
    - Replay HUD now allows camera cycling during free camera.
    - Disabled ideal line during replay.
    - More reliable 'stop the engine' message during pitstops.
    - Improved lapped information for realtime leaderboard when the cars are on the same lap.
    - Improved filter for gap information in the realtime leaderboard.
    - Added driver stint and remaining driving time information in the pit strategy page of the MFD.
    - MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page.
    NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop.
    NOTE: maximum driving time is the key information to follow in endurance races.
    - Added pit limiter popup display when entering the pit entry zone.
    - Added helicam and onboard cameras to the broadcasting app.
    - Added option to toggle Server Stats widget in HUD settings.
    - Minor restyle of the Special Events pages.
    - Fixed excessive memory footprint of loading screen images in certain scenarios.
    - Minor restyle of the Tyre widget.
    - Weather Forecast widget visibility tied to Tyre widget.
    - Added new control bindings for camera up/down/left/right/fov/hud cycling.
    - Tweaks to the chat widget, made less intrusive and fixed a bug when tracking multi-line messages.

    GRAPHICS:
    - LOD adjustments on various models.
    - Wheel rim material adjustments for various cars.
    - Update to Black Falcon team liveries.
    - Potential fix for the random open-close car door animations during gameplay.
    - Fix for brake lights of hidden cars visible when limited opponents visibility is used.
    - Fixed missing front indicators on the Porsche 991 GT3 R.
    - Fixed indicator bug on the Lamborghini Huracán ST.
    - Minor model updates on the Audi R8 LMS.
    - Fixed Porsche Cup not interacting with collidable objects.
    - Fixed bug with driver visibility in the Porsche Cup.
    - Some optimization on scene polycount by adding missing automatic LOD stages of wheel rims on certain cars.
    - Fixed wrong visual representation of wet surfaces introduced in 1.0.6.
    - Removed slow convolution bloom from intro sequence cameras in Monza that caused massive performance drop and possible crash on high screen resolutions when entering a session.

    PHYSICS:
    - New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion.
    Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption.
    - Tyre model improvements to better handle high load peak situations and high rolling resistance peaks.
    - Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns.
    - Tweaks to tyre model rolling resistance model. (Fixed and speed sensitive RR variations).
    - New Traction Control operation. TC now simulates a two step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before.
    This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut.
    - New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars.
    As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allowing him to use the power at will.
    NOTE: please follow our forums to find more information about the tyre model update:
    https://www.assettocorsa.net/forum/index.p...-for-acc.59307/
    - Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc).
    - Car collider tweaks for various models.
    - Tweaks for all circuits asphalt abrasivity and tyre wear influence.
    - Tyre wear tweaks
    - Fixed tyre core temps not properly saved and loaded.
    - Fixed incorrect tyre wear when restarting race after loading a saved game.
    - Tweaks to weather temperatures and sun phase.
    - Tweaks to water dissipation rates.
    - Variability is adjusted so medium values give more medium weather change rates.
    - Fixed a setup bug with wet/dry setups on session changes.
    - Fixed bugs related to setup naming.
    - Fixed a bug with speed limiter status in neutral gear.

    MULTIPLAYER & RATINGS:
    - Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap.
    - Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap).
    - "Speed up to 50kph" message will not trigger when starting in the pitlane.
    - Pit menu selections now are more adaptive, also removing the "Setup" button as spectator.
    - Improved race weekend simulation to deliver more gradual grip differences for friday, saturday and sunday.
    - Entering an empty server as spectator will now properly start with the pitlane camera.
    - Slightly increased the ping limit for CP servers.
    - Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap.
    - Added server health diagonistics, usable in the UI for further client updates and as admin command.
    - Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers. Can be enabled via HUD options.
    - Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties.
    - Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets.
    - Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather.
    - Adjusted the weather randomness to be closer to the Singleplayer "Variation". Value range now can be used in a better way, where 1 - 5 should result in plausible weather.
    - Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not).
    - Added "dumpEntryList" flag, usable on non-public servers.
    It will save all connected cars and drivers to a entrylist.json when a Q session is finished.
    - Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server).
    - Fixed total race time having an offset in result jsons.
    - Fixed playerIds not filled in the json results when defined by entry list.
    - Fixed car category not being configurable in every scenario (using the entry list).
    - Collisions during the race wait time won't affect the SA rating.
    - Removed randomization from wrong tyre warnings.
    - Server performance and timing improved (massively).
    - Server logfile is now readable while the server is running.
    - Updated server admin handbook version 3.


    v1.0.8

    GENERAL:
    - Fixed “Skip Intro Sequence” setting not working.
    - Added driverStintTimeLeft and driverStintTotalTimeLeft to sharedMemory.
    - Added rainTyres flag to shared memory and digital displays.
    - Fixed sessions in shared memory, added session index.
    - Fixed current lap time in shared memory, added deltaLapTime and estimatedLapTime.
    - Fixed bug with fuelUsed value in shared memory.
    - Fixed tripDistance in shared memory.
    NOTE: more documentation on shared memory data is available in the following link: https://www.assettocorsa.net/forum/index.p...entation.59965/
    - Replay version is changed.
    - Fixed MOTEC venue name bug.
    - Exposed forceFeedbackIntervalSteps in the controls.json in documents/Assetto Corsa Competizione/Config to increase Force Feedback frequency (0= 333Hz 1=222Hz 2=111Hz, default is 2).
    NOTE: high-end wheels will benefit from using a higher frequency, but older wheels should keep setting "2" for compatibility.

    GAMEPLAY:
    - AI now observes blue flags vs. player and other AI cars.
    - Fixed inconsistent and wrong Career preset values (notably extra long Qualifying sessions in Endurance races when playing in "Long" mode).
    - Practice sessions are now globally limited to 60 minutes.
    - Added pitlane open/closed logic to stop the AI from entering the pits in the first lap in mixed weather conditions.
    NOTE: the pitlane now opens when the leader completes the 1st lap. If the player pits before the pitlane is open, there will be no pit crew ready.
    - Championship code structure reviewed.
    NOTE: polesitters are going to take 1 point.
    - Possible fix for AI late pit-exit limiter deactivation at Monza.
    - Added cutting warnings in Savegame.
    - Added session fuel consumption to Savegame.
    - Fixed superfluous RaceComm messages when loading a Savegame.
    - Fixed AI running faster for a few minutes after loading a Savegame.
    NOTE: these fixes will require new game saves to function correctly. Loading older saves will still lack the correct data.
    - Fixed various crashes that could occur when exiting the replay.
    - Added automatic driver swap in the MFD when pitting.
    NOTE: in Sprint races, the MFD will automatically jump to the next driver when entering the pits, while the driver swap function will be blanked out outside of the pit window.
    - Fixed a bug with ghost car after returning to pit.
    - Fixed Helicam remaining enabled on session change.
    - Fixed Silverstone full formation lap bug with AI.
    - Reduced yellow flag relative speed threshold.
    - Fix for a bug with the Ferrari after a garage teleport, where the car would continue a lap down due to a respawn glitch.
    - Fixed fuel time calculation for pitstops based on how much fuel the car already has - previously the refuel time in free refuel mode depended on refuel amount, regardless of how much fuel the car already had.
    - Fixed pitlane entry message for AI (and better pitlane entry for Barcelona).
    - Fixed wrong assists applied when returning from special modes, such as Career.
    - Increased session overtime in Career events from 2 mins to 3 mins.
    - Fixed different professionalism bonus texts in the Career.
    - Completely reworked Custom Championship architecture.
    - Fixed Custom Championship entry generation.
    - Fixed qualifying rule based on number of races in Custom Race Weekend mode.
    - AI flash lights when lapping.
    - New system for safer car location state.
    - AI now slow down to get space in qualifying.
    - AI now uses current delta time to aid in the decision to abort a qualify lap to take space.
    - Fixed potential crashes during reverse replay.
    - Updated and fixed pit triggers for all tracks.
    - Fixed possible wrong states on consecutive replays of restarted sessions.
    - Fixed yellow flag warning during podium sequence.
    - Fix for Savegame gamemode that was saving a different value after a different game load.

    AUDIO:
    - Fixed potential crash with audio comms disabled.
    - Tweaked audio behavior for external sound fading (to fix inconsistent audio in F3/F7 cameras).
    - Fixed gear compressor timing for the Porsche 991II GT3 Cup.
    - Added basic car spotter.
    - Added new audio warnings for flags.
    - Added new audio messages for stint ending and stint over.

    VR/TRACKING:
    - Fix for the reset view (Ctrl+Space) not working with menus and HUD layers when using the HTC Vive (Steam VR plugin).
    - Enabled trackIR in freecam (F7) and chasecam (F1) views.
    - Fixed inverted axis in TrackIR.

    UI/HUD:
    - Fixed showroom being zoomed on triple-screen resolutions.
    NOTE: the new FOV is applied after a game restart.
    - Added Stats page to the Driver profile UI.
    - Added the possibility to enable the spotter in the Audio options.
    - Fixed tyre set selector issues in the pitstop strategy section of the Setup/MFD.
    - Game Mode helper texts revised in the UI.
    - Stabilized realtime leaderboard in the starting phase of the race.
    - MFD: certain elements now allow continuous increase/decrease on button down (fuel, tyre pressures, brake bias).
    - Fixed a condition when the MFD weather forecast wouldn't update.
    - MFD: driver selector is now locked in pit window modes once the player has completed the mandatory stop.
    - Fixed leaderboard race number on points table page.
    - Added nationality on leaderboard page / points table.
    - Fixed selectors on leaderboard page.
    - Added personal best laptimes to loading screens and Singleplayer Circuit Info.
    - Fixed and tweaked multiple Custom Race Weekend and Custom Championship options in the UI.
    - Added driver stint rule message on the pitstop MFD page.
    - Fixed fuel test slider inconsistencies.
    - Updated Rating Profile Help texts.
    - Removed replay button visibility without recorded time.
    - Added penalty indicator to HUD standings and realtime track position widget (also affects pitmenu standings and broadcast HUD).
    - Numerous text description and navigation-related corrections all across the UI.
    - More obvious indication on the HUD when the driver stint goes into overtime.

    GRAPHICS:
    - More effective advanced sharpen filter in video settings.
    - Fixed polystyrene distance markers inverted in Brands Hatch.
    - Fixed various visual bugs on the Hungaroring and Brands Hatch.
    - Fixed graphical LOD issue on the Porsche Cup.
    - Various graphical updates on the Audi R8 LMS.
    - Added driverStintTimeLeft and driverStintTotalTimeLeft pages to the Racelogic display.
    - Racelogic pages rearranged (laptime, delta, stint driven, stint time left, total driving time left). Default key to cycle is ALT+D.
    - Tweaked RPM lights layout for the Bentley Continental GT3 2018.
    - Fixed a bug with light cones when opponents visibility was used (focused car had front lights off after changing car with Shift+Arrows).
    - More consistent placeholder values on dash displays.

    PHYSICS:
    - Wet asphalt water film depth now influences aerodynamics.
    NOTE: you might need to raise your ride height up to 4-5mm to regain the same splitter and diffuser balance and performance on a wet track.
    - General UI setup and MFD tyre pressure logic refactoring. No more automagic for ambient pressures.
    Whatever the ambient temperature, the slicks are now preheated at 70°C and you can input the pressure you want for that preheated temperature.
    Preset setups are already adjusted. Old saved setups will start with very low pressures and you generally need to add 4 to 5 psi extra.
    Simply put a tyre pressure you desire, usually 2psi less than the hot pressure you want, and go.
    - Minimum tyre pressures now at 20.3psi, as per Pirelli document request. Pay attention as the pressure can get lower than that when the tyres get cold without blankets while waiting at the grid start and can easily deflate on kerbs.
    - Fixed MFD pitstops screen tyre pressures.
    - All cars updated preset setups with new tyre pressures.
    - Improved flat tyres grip, you should now be able to return to pits with a flat tyre.
    - Fixed high fuel consumption under pit limiter.
    - Fixed engine consumption in idle.
    - Tyre blankets for slick tyres now at 70°C.
    - Optimum tyre pressure tweaks.
    - Fixed ignition on by default with manual engine start in certain cars.
    - Fixed motion data stopping in the middle of the cooldown lap.
    - Fixed incorrect AI tyre pressures after a pitstop.
    - Honda NSX GT3 fuel consumption tweaks.
    - Mclaren 650S GT3 improved TC logic.
    - Fixes in Lexus RC F GT3 fast damper preset setup.
    - New aggressive Barcelona preset setup for Audi R8 LMS, Mercedes-AMG GT3, Lamborghini Huracán GT3, Bentley Continental GT3 2018, Porsche 991 GT3-R, Ferrari 488 GT3.

    MULTIPLAYER & RATINGS:
    - Increased the minimum pre-race time to 80s for public MP, decreased to min 5s for private MP.
    - Small improvement to the MP formation lap, preventing the ability to outrun the leader with good timing.
    - Servers won't spam "late" warnings for event resets.
    - Fixed ghostcar (disconnected car) during MP replay.
    - RC Rating was rewritten and now works again both in SP and MP.
    - RC will start at 0 while the old Elo value is still remembered.
    - Numerous SA Rating improvements. Most changes raise the requirements to gain Trust, so global SA ratings are expected to drop a few points.
    - Fixed a bug where lifting on straights would generate Trust.
    - SA and RC will change at a slower rate for low AI strength (< 90%), while the balance between Trust and OBWP is untouched.
    - Fixed FP2 and Q2 not displayed in server list.
    - Enabled collision bag for both MP and SP. SA penalties should only be applied to cars that are "root" contacts, no OBWPs for being caught in a mass accident.
    - Fixed replay auto save in MP when the weekend changes.
    - Server passwords are now stored.
    - Increased low-latency (LAN servers) ping accuracy, possibly removing jittering. The effects will also improve regular Multiplayer netcode prediction, but won't be as significant.
    - Added DT, 5s, 15s penalties as admin commands.
    - The driver swap info widget is now more compact.
    - Numerous fixes to driver swaps situations.
    - Team names are now visible in MP.
    - Netcode preparation for new pitstop rules, preview instructions will be added in the forum.
    - Server weather configuration now has more weight on the cloud level, configuring high cloud levels drastically improve the chances of rain (when dynamic weather is used).
    - Server weather configuration now uses rain level as a chance for a completely rainy weekend (when dynamic weather is used). Server admins can use both weatherRandomness and rain level to achieve different types of random rain experience.
    - Enabled the collection of new driver statistics.
    - Possible fix for MFD crash in MP when changing pit strategy after a driver swap.


    v1.0.9

    - ForceFeedbackIntervalSteps now defaults to the highest frequency rate (0) when generated.
    NOTE: if you already have the value in your controls.json, delete the line or the entire .json for the line to regenerate with the correct value or change the value manually to 0.
    - Wheel controller is now polled at 333Hz.
    - AI "take space" behaviour is now less aggressive, requests less distance from the car in front, reacts less abruptly and guarantees higher minimum speed.
    - Fixed incorrect driver stint times in Championship Endurance races.
    - Potential fix to startup crash due to failed screen detection.


    v1.0.10

    - Fixed default gearshift debouncing calculation being too low.
    - Added gearshift debouncing slider to controls configuration screen.
    - Fixed TrackIR flickering.
    - Fixed a crash in the accServer.


    v1.1.0

    GENERAL:
    - Added Audi R8 LMS Evo.
    - Added Lamborghini Huracán GT3 Evo.
    - Added Honda NSX GT3 Evo.
    - Added Aston Martin AMR V8 Vantage GT3.
    - Added Porsche 911 GT3 R (991.2).
    - Added McLaren 720S GT3 bonus content as part of the McLaren Shadow Project.
    NOTE: the car has its BoP set based on the 2019 season tests and is playable with the rest of the content.
    - Added Zandvoort Circuit.
    - Added 2019 Blancpain GT Championship entries.
    - First implementation of triple screen rendering.
    NOTE: supported application is with Surround mode ON. Triple rendering properties can be adjusted in the View Settings ingame.
    - Reduced FMod CPU occupation over time (mainly with external cameras and chasecam).
    - Performance optimizations in cloudy, rainy and night conditions.
    - Barcelona 2019 surface grip (slightly slower).
    - Silverstone 2019 surface grip adjustments (around 2 seconds slower).
    - Paul Ricard 2019 surface grip (around 1 second faster).
    - Spa 2019 surface grip (small difference).
    - Brake pressure added to shared memory.
    - Fixed car model name in shared memory
    - FuelEstimatedLaps added in shared memory.
    - TrackStatus added to shared memory.
    NOTE: shared memory/API documentation is updated, please see the relevant topic on the support forum.

    GAMEPLAY:
    - Added 2019 Championship season.
    - Added possibility to play with more AI opponents on tracks with large pitlanes (notably Spa).
    NOTE: grid sizes still depend on the available pit slots for each track and the Cup type selected.
    E.g.: Sprint Cup fields are still limited in size to their real-life counterpart.
    - Fixed a bug when only the first session of a weekend had correct track wetness.
    - Championship weekends now include 2 practice sessions.
    - Fixed 3H race driver stint strategy bug.
    - Fixed strategy bug for mandatory pit with irregular driver crew.
    - Fixed automatic driver cycle in endurance races.
    - Various fixes for replay tyre radius/wheel speed (smoke particles and disc glow were not visible in certain situations).
    - Fixed valid mandatory pitstop if tyreset is not changed.
    - Forced auto save replay after an MP race when the car is stopped.
    - Fixed pit strategy selector update issues in the car setup page.
    - Driver skills updated based on 2019 results and added skills for new drivers.
    - Fixed old replay HUD shortcut overriding the new FFWD and slow motion system.
    - Potential fix for SP replay autosave on quit game.
    - Fixed autosave replay during the limbo page.
    - Autosave replay shows a message before the saving itself.
    - Potential fix for Custom Race limbo page crash.
    - Pitstops are now enabled in Free Practice and Qualifying sessions.

    UI/HUD:
    - UI car selection no longer jumps around when selecting different game modes.
    NOTE: if there's an unavailable entry when changing game modes, a new selection is made to match the previous selection as close as possible.
    - Default single player selections and settings revised.
    - All-new track selection screen.
    - Added pit animation toggle in General settings.
    - Interactive showroom in car selection screen: zoom, pan, rotate, remember last position.
    - Initial implementation of gamepad/keyboard control of showroom camera:
    default controls for gamepad: right thumbstick view control, triggers zoom
    default controls for keyboard: comma/period/a/z, left/right/up/down
    hide UI: scroll button.
    - Warning popup when selecting more than 29 opponents.
    NOTE: playing with a high number of AI cars requires significant computing power and is not recommended/supported on low and mid-range configurations.
    - Default showroom angle changed to spotter guide view in the car selection screen.
    - Increased PP gamma for car preview images to match showroom brightness.
    - Fixed Special Event season and car selection overwriting single-player page selection history.
    - Added FPS cap to the menu screens to limit GPU load.
    - Added option in Video Settings to enable/disable the UI FPS cap.
    - Messages for manual and automatic replay saving.
    - Added option to disable the flashing pit markers when pit animations are enabled for added immersion.
    - FFB frequency option exposed in the Controls settings.
    - Triple screen mode added to Video Options.
    - Triple screen parameters added to View Settings.
    - Added gaining/losing time split messages.
    - Standings and realtime widgets (HUD, broadcast, pit page) now have a "mandatory pitstop(s) left" indicator for each car.
    - Timetable laps are now accessible for the current and previous sessions, both in SP and MP.
    - Distance, Height and Pitch parameters can now be set at 0.5 intervals in View Settings.
    - Adjustable HUD boundaries exposed in HUD Options.
    GENERAL NOTE: due to the significant restructuring of the user interface, it is recommended to delete your docs/ACC/Config/menuSettings.json file after installing the latest update.

    GRAPHICS:
    - All-new pitstop animation.
    - Disabled advanced sharpen filter in TV/F7/Heli cameras.
    - Sharpness set to 0 and sharpen filter disabled if antialiasing type is set to FXAA.
    - Revised wiper animation system - particularly to fix the abrupt jump when the player stopped the wiper while any vibration or g-force movement was active.
    - Added Car LOD setting to Video options.
    NOTE: higher value - delayed LOD switch, lower value - more aggressive LOD switch. 70% equals the old default.
    - Fixed nameplate bloom at night.
    - Brake pressure/temperature added to car displays.

    PHYSICS:
    - Brand new aerodynamic slipstream simulation. Vortices created by leading car affect airflow that influences both leading and following car in drag and downforce. Leading car will experience slightly lower drag and downforce, and the following car will experience less dynamic pressure that results in lower drag and lower downforce. Results are affected by conformity of diffuser and rear wing angle.
    - Circuits have now different surface grip and tyre degradation for different seasons (2018 - 2019)
    - Improvements on OOW (out of world) scenarios and AI collision box activation upon impact and tyre deflation.
    NOTE: potential performance gain with high number of AI cars.
    - Bentley 2019 homologation.
    - Ferrari 2019 improvements. More wheel rates available for front and rear.
    NOTE: you'll need to add 4-5 clicks at the front wheel rates of your old setups to have the same results
    - Improvements in BoP and balance of Nissan GTR 2018, BMW M6.
    - Fixed Audi R8 Monza and Paul Ricard wet presets lacking wet tyres.
    - Tyre graining and blistering fine tuning.
    - Brake temperature influence on tyres fine tuning.
    - Improvements in FFB forces calculation.
    - Sand traps FFB enhancement.
    - Kerbs FFB enhancement.
    - Fixes in setup strategy page.
    - Fixes in setup automatic functionality in issues occurring from very stiff dampers and bumpstop gaps.
    - Improved collisions to the ground.
    - Fixed automatic gearbox not shifting in 1st with pit limiter.
    - Fixed Mercedes-AMG occasionally starting session with broken suspension.

    AUDIO:
    - Added performance sector audio message compared to the personal best in qualifying sessions.
    - Enabled audio messages about time gain/loss.
    - Positional hit audio for track objects.
    - Hit sound for destructible objects.
    - Hit sound for small objects.
    - Updated all tracks with hit sounds for track objects.
    - Added starting comms to audio options.
    - Fixed backfire audio.
    - Added another car spotter filter (should be more quiet during continuous two-wide).

    MULTIPLAYER/RATINGS:
    - Adjusted the TR Rating to scale to 33 track medals.
    - Added pitstop rules for non-public MP servers: mandatory pitstop count, pit window, max stint times, minimum driving time for swap situations.
    - Fixed issue in Racecraft Rating on MP servers.
    - Added (general) options to turn off Ratings and/or Statistic tracking in Singleplayer.
    - Fix for remote cars collision object left on the track and causing crashes in MP.
    - Potential fix for car sparks in replay and bottoming audio effect.
    - Updated car selection in MP, now allows all entries of all seasons ("Free-for-all" mode).
    - Added 2019 cars & tracks to backend, rating and statistics.
    - Added 2019 tracks to server definitions. Using "nurburgring" as track will run in the BoP and track settings for 2018, "nurburgring_2019" will use the 2019 BoP and track data context.
    - Drive button is now disabled until the last 30 seconds before session start, and a countdown progress bar is displayed.
    - Driver Statistics can now be viewed in "Combined", "Singleplayer", "Multiplayer" modes.
    - Increased stability to driver swap situations.


    v1.1.1

    MULTIPLAYER/RATINGS:
    - Fixed a bug with wrong driver name/race number in Timetables.
    - Servers will now do a more reasonable track randomization (2019 tracks plus Zolder 2018).
    - Prevented a potential flood of messages to the backend.

    GAMEPLAY:
    - Fixed #62 sprint cup entry having the wrong driver lineup.
    - Entry-related fixes.
    - Fixed drastic AI skill variation in FP and Q sessions creating unrealistic starting grids in race weekends.

    UI/HUD:
    - Fixed car selection page wrong team indication when changing driver name after selecting a livery variant.
    - Localization updates.
    - Race schedule now hides in compact garage view.

    GRAPHICS:
    - Spark emitter position tweaks.
    - Various livery updates.
    - Minor updates to Zandvoort and Spa.


    v1.1.2

    GAMEPLAY:
    - Fixed inconsistency between AI and player car speed under pit limiter.
    - Pit limiter speed limit now closer to 50kph.
    - Stricter pit limiter tolerance against speeding.

    UI/HUD:
    - Fixed realtime leaderboard gap for close-range cases.
    - HUD: margins can now be adjusted to up to half the maximum available screen resolution.
    - HUD: countdown widget moved lower so as to not obscure virtual mirror.
    - HUD options: separated session info from lap time info widgets.
    - HUD options: floating point value rounding fixes for scale.
    - MFD: remember last selected panel through sessions/menu-rebuilding.
    - Pit page in MP: 2 second mandatory delay for drive button enabling - server-set delay applied on top of that.
    - Pit page in MP: controller navigation tweaks for easier navigation to/from the chat widget.
    - Pit page: proper hiding of the event schedule when there is only one session available.
    - Replay UI: better handling of time slider mouse control, time indicator now updates while being dragged, possible fix for slider lock-up while using the free camera.
    - Replay UI: fixed play/pause affecting replay speed.
    - Fixed wind direction widget.

    PHYSICS:
    - Porsche 991 GT3-R EVO rear wing setup maximum value fix (0-11 range).
    - Porsche 991 GT3-R EVO fix for wet front tyres.
    - Better brake force when pad are cold
    - Audi R8 EVO more powerful base FFB
    - AMR V8 GT3 fixed fuel tank capacity (120l)

    CONTROLS:
    - Removed XBOX 360 gamepad preset from DirectInput device presets.
    - Fixed exit game hangs with Fanatec hardware and the Fanatec app enabled.

    GRAPHICS:
    - Various livery updates.
    - Revised foot animations in cars with three pedals.
    - Wet tyre indicator added to the Porsche 991II GT3-R display.

    AUDIO:
    - Fixed bodywork audible in TV cameras.

    MULTIPLAYER/RATINGS:
    - Server has a new way to handle the limits for connections, spectators, driver swapping and car slots.
    - Number of available car slots are now limited by the pit count - private servers only.
    - Raised control lock time by 15 seconds when teleported to pits.
    - MP server: replaced maxClients, maxClientsOverride, spectatorSlots by maxConnections and maxCarSlots.
    - Updated server handbook v5.
    - Server: Fixed ambientTemperature not being used for static conditions (will still vary based on sun angle).
    - Server: Fixed cloud levels set to a minimum of 0.6 when rain chance is used in dynamic conditions (increasing heavy rain chances big times).


    v1.2

    GENERAL:
    - 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.

    GAMEPLAY:
    - 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.

    UI/HUD:
    - 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.
    - 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.

    VR:
    - 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.

    GRAPHICS:
    - 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.

    PHYSICS:
    - 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 4 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.

    AUDIO:
    - 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).

    MULTIPLAYER:
    - Competition Servers are now running in a schedule, offering up to 3 races per day with variations. Read more in the dedicated forum post: https://www.assettocorsa.net/forum/index.p...-changes.61085/
    - 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: https://www.assettocorsa.net/forum/index.p...5/#post-1100520

    - 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).

    RATINGS:
    - 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: https://www.assettocorsa.net/forum/index.p...5/#post-1100520

    - Fixed an issue where Laptime records would be recorded with incorrect times (caused by race starts after the s/f line).


    v1.2.1

    - TAB Timetable HUD overlay now scales properly on all resolutions.
    - Fixed spotter/text messages chain after loading a saved game.
    - Fixed tyre set inconsistency between MFD and setup.
    - Fixed pitcrew spawn in saved games.
    - MP: fixed zippy netcode for high pings.
    - MP: removed gaps in grid position caused by disconnected cars.
    - Random weather fix to not only generate rainy conditions.


    v1.2.2

    - Fixed podium visibility in gallery replays.
    - Fixed pitcrew animation when only refuelling is selected.
    - Fixed brake pads in old savegames.
    - Tweaks for Porsche 991II GT3 R FFB vibration.
    - Tweaks to overall dirt buildup on the car bodywork and windscreen.
    - Fixed Ferrari rim LODs that was causing custom colours to show up incorrectly at a distance.
    - MP: increased private server slots for Hungaroring (50) and Zandvoort (34), Silverstone (50), Nurburgring (50), Misano (50) and Barcelona (50).
    - Fix for shared memory stopping after a transition.
    - Porsche EVO and Huracan EVO Spa aggressive setups updated to mitigate physics-induced vibration on certain DD wheels.


    v1.2.3

    - Fixed erroneously teleporting cars during formation lap.

    v1.3 Changelog

    GENERAL:
    - Enabled Intercontinental GT Challenge Pack DLC (requires additional purchase).
    - Adding 4 new tracks, a lot of new entries and relevant season and game modes:
    Mount Panorama Circuit
    WeatherTech Raceway Laguna Seca
    Suzuka Circuit
    Kyalami Grand Prix Circuit
    - Added IGTC 2019 entries and liveries.
    - Added IGTC 2019 championship mode.
    - Added IGTC race weekend modes (8H, 9H, 10H and 12H race weekend).
    - Fix to occasional freezes with Fanatec wheels caused by having the Fanatec LED option enabled without using Fanatec hardware.
    - Shared memory unmapping when quitting the game.

    GAMEPLAY:
    - Fix for incorrect driver stint limits in Custom Race Weekend mode.
    - Fixed checkered flags seen as real flags in final race sector.
    - Fixed drive-through penalty for exceeding driver stint and added S&G penalty in case of double violation.
    - Pitlane logic moved from trigger to surface system for more reliable detection.
    - Fixed replay driver info memory occupation.
    - Better recognition of non-overtake highlights during incidents.
    - Collision enabler has been changed to overlap-based system.
    Collisions are enabled by mesh and no longer based on distance - fixes rare occasions when cars spawned too close to one another and continued to have no collision after the green light.
    - New spawn system and track slots sorting:
    Grid and fast start spawns are built at runtime, pitlane slots are sorted by spline.
    - Reduced yellow flag threshold for offtrack cars.
    - Added replay event type dependency in gallery replays (replay version changed).
    - Reviewed formation lap and start triggers.
    - Fixed issue with destructible objects in gallery replays.

    UI/HUD:
    - UI integration for DLC.
    - Fixed MFD pitstop validity with pit window rules to be green already while on the track.
    Pitstop is now shown valid in the MFD before entering pitlane when all conditions are met.
    - Navigation: restored damage MFD selection logic to correct one.
    - MP and Championship car selection boxes now point to the new showroom.
    - Appearance update to normal/high/max priority race communication messages.
    - Added more highlighted player-specific communication messages.
    - Communication panel positioning and minimum message priority exposed as options in the HUD options screen.
    Previously used center position can be restored via the HUD options.
    - Added engine map setting display to the clutch bar in the gear widget.
    - General styling updates to the gear widget.
    - MFD tyreset condition indicator added in the pit strategy page of the MFD.
    Brand new sets are marked white, used sets are marked with a black dot for easier selection on the fly.
    - MFD pit strategy now shows both fuel to add and total fuel calculation.
    - HUD and real-time widget now use official position from race start to the first split to show more reliable positions at the start and less flickering.
    - "Randomize" button is now part of the Custom weather group.
    - Fixed camera cycle inconsistency in replay when the car is in the pits (difference in cycle up vs. down).
    - Weather forecast widget sensitivity increased.
    - Added green lights widget with setting to be disabled via HUD options.
    - Real-time page update in the MFD to account for lapped cars and large gaps that are not relevant for the player.
    - Extra highlighting for the player row in the real time position widget for easier tracking.

    GRAPHICS:
    - Fixed near plane with F7 free camera (now depends on camera distance from the focused car).
    - Alternative rendering method for marbles.
    NOTE: works only when material quality is set to MID (should help when using FXAA).
    - Additional custom templates for the Porsche 991II GT3 Cup and Lamborghini Huracán Super Trofeo cars.
    - Improved car visibility system when max opponent visibility setting is used.
    Cars in pitlane should now be ignored when on track to not steal focus for cars driving in front. Cars in front also have render priority over cars behind the player.
    - Disabled behind-player-car light cone optimization for opponent cars in chasecam and dashpro views to fix an unwanted pop-in effect.
    - 3D grass updates on all tracks.
    - Unique display brightness curves for individual tracks.
    - Fixed national flags going hectic during the pause menu.
    - Updated season-independent numberplate/banner layouts for custom cars and custom game modes in all seasons.
    - Fix for issue with car decals when car visibility limit is used.

    PHYSICS:
    - All cars BOP assignments for IGTC circuits.
    - All cars have now safe, aggressive and wet presets for new IGTC circuits.
    - Audi R8 LMS EVO new Spa aggressive preset.
    - Bentley 2018 new Spa aggressive setup.
    - Honda NSX GT3 (old) new Silverstone aggressive preset.
    - Honda NSX GT3 EVO rev limiter tweaks.
    - Lexus RC F GT3 all presets modified brake balance.
    - Slipstream optimization in CPU performance with many AI cars.
    - Chassis flex optimization in CPU performance with many AI cars.
    - Slipstream simulation fine tuning. Leading car now gains less speed, while following car gains more.
    - Tyre model fine tuning. Pressure sensitivity and influence on flex and slip angle/ratio.
    - Wet tyre wear and grip adjustments.
    - Slick tyres now drain less water on wet track.
    - Porsche 991II GT3-R performance tweaks on sprint circuits.
    - Optimizations to AI CPU occupancy.
    - Fixed brake wear after loading a saved game.
    - Fixed occasional bug with broken suspensions when pitting after loading a saved game.
    - Fix for MoTeC not saving if username had special characters.
    - MoTeC now exports in 200hz frequency for suspension travel, wheel speed, dampers and relative math channels.
    - MoTeC new channels export on/off when suspension travel touches bumpstops.
    - Improved engine response at low revs and manual clutch release scenarios for easier starts.
    Also improves driveability for "starting over grass after a spin" scenarios.
    - Less sensitive launch control activation.
    Now needs almost 100% accelerator to engage. Improves slow launches with clutch without engaging always.

    AUDIO:
    - Improved "Green flag" message timing at the race start.
    - New crew chief/spotter messages.

    MULTIPLAYER:
    - All tracks in base content now have 50 slots for private MP.
    - Server formation trigger is set 500m earlier when full-lap formation is used.
    - Cars are now always positioned in 45 degrees in FP and Q sessions.
    - Player car is now locked until green flag + 20 seconds when teleported from the grid or formation lap.
    - Added IGTC tracks to server configuration: kyalami_2019, mount_panorama_2019, suzuka_2019, laguna_seca_2019.
    NOTE: non-DLC owners can also set up servers with DLC tracks.
    - Formation lap type is now configurable via settings.json: New system (default), old system (with limiter), free (for private servers)
    - New Formation lap type for Multiplayer, including position tracking widget.
    Guidelines:
    - In "Single file" phase, player must follow the target widget, it should be relaxed enough to allow for warming up tyres and brakes.
    Being out of target by significant margins results in teleport to pits.
    - In "Double file" phase, players should find their target position as soon as possible and hold speed and side once there.
    - In "Pre-green" phase (when the speed delta appears), players must lock their speed to the delta.
    Speeding or moving out of lateral and longitudinal position during the pre-green phase grants a penalty based on severity.
    The system works on a protect-the-innocent basis, the player can ignore what other cars are doing around them, the important thing to pay attention to is their own position and speed.
    Collisions are disabled during the formation lap and regained once any overlap is ended.
    - New dynamic fast formation spawns for MP.
    - Server and client penalties now correctly accumulate.
    - Server post-race time penalties are now applied on top of mid-race penalties.
    - Pitlane speeding in non-race sessions no longer disqualifies the player, only teleports the client back to the pits.
    - Fixed missing lap countdown for Race Control penalties.
    - Temporarily disabled server settings: "isRaceLocked" (active by default) and event rules "driverStintTimeSec" and "maxTotalDrivingTime".
    - Updated server admin handbook to provisional version 6a.

    RATINGS:
    - Added new track medals for DLC owners.
    - TR rating now scales dependent on DLC ownership.
    - SA Trust generation adjustments.
    - CP servers will run DLC tracks in a parallel schedule.
    - CP servers will adaptively select DLC tracks on unknown track days when a large majority of registrations owns the DLC.


    v1.3.1

    - Logging re-enabled.
    - First and full name now displayed in driver swap widget.
    - Fixed formation widget sticking when switching from a MP session to a SP one.
    - 50 slots for private MP at Kyalami.
    - Fixed scripted rolling start positions with random client disconnections.
    - More permissive threshold on lateral positions during scripted formation.
    - Penalties now clear on session restart.
    - Admin command added to clear all penalties ("clear_all").
    - Updated BMW M6 GT3 Mount Panorama aggressive setup.
    - Updated Bathurst-spec Bentley M-Sport liveries.


    v1.3.2

    - Cleared leftover pit strategies from all car preset setups.
    - All car preset setups tyreset is now set to the default set 1.
    - Updated race number generator when non-unique numbers are used.
    - Start procedure triggers revised for Mount Panorama.
    - Added lateral position indicator when delta speed is active in scripted formation.
    - Various minor livery updates.
    - Added option to disable the audio driver selection to use the default OS driver:
    "enableAudioDriverSelection" in moduleenabler.json.
    - MP: Servers will let team members join as spectators, independently of the isRaceLocked state.
    - MP: Added server admin commands /sg10, /sg20, /sg30 and /clear_all (clears all penalties from all cars).
    - MP: Scripted formation reliability improvements.
    - MP: Fixed <no name> entries for a special configuration of entry lists.
    - MP: Server will now write .txt files into the "current" folder, which implies the logging purposes better.
    NOTE: it is recommended to clear this folder.
    - MP: Renamed current/setting.json to current/settings.txt.
    - MP: Entrylist property defaultGridPosition is now 1-based, resulting in 1:1 grid positions (ie 1 is pole, 13 is really 13).
    - MP: Fixed an issue where defaultGridPosition would always start with position 2.
    - MP: Incremented the server version, please update the servers.
    - MP: Added server handbook version 7.


    v1.3.3

    GENERAL:
    - Fixed frame drops after a set amount of sessions, causing lower performance after multiple sessions for some users.

    GAMEPLAY:
    - Fixed AI tyre wear in saved games.
    - Fixed a bug related to track surfaces when loading a saved game resulting in pitstop and stint timer issues.
    - Cutting last chicane in Suzuka now invalidates the next lap.
    - Cutting last chicane in Suzuka during the first lap after a short formation lap will now trigger the penalty as intended.
    - 12H race weekend game mode now has a limit of 15 tyresets.
    - Fixed a bug with Superpole game mode, allowing the player to set more than 2 fast laps.
    - Wrong lap remaining value corrected for SG penalty for pitlane speeding.

    GRAPHICS
    - Fixed numberplate appearence in gallery replays of MP sessions.
    - Suzuka reflection map position update to remove unwanted green tint.

    UI/HUD:
    - Audiocomms text message category and priority tweaks.
    - ECU setting changes (TC, ABS etc.) now have their own race comms category.
    - Time multiplier is now displayed in session summary page both in SP and MP.
    - Added Championship replay category.
    - Updates to driver stint messages and message behaviour.

    PHYSICS:
    - NSX engine power adjustments.
    - Mount Panorama grip adjustments.
    - Suzuka asphalt abrasivity (tyre degradation) adjustments.
    - Fix for occasional setup corruption that caused a broken car state.
    - Fixed car spawn issues in certain conditions.

    MULTIPLAYER:
    - Server result.json now writes metaData, serverName and sessionType as intended.
    - Fixed an incompability with the allowAutoDQ setting, causing post race penalties not being applied when enabled.
    - Re-enabled driver stint time and total driving time rules for non-public MP.
    - Re-enabled isRaceLocked, so joining races can be allowed again.
    - Client should now handle all disconnect scenarios properly.
    - Various improvements for driver swaps and spectator mode:
    - Stint and driving time rules now work reliably in swap situations.
    - Mandatory pit stop rules now work reliably in swap situations.
    - Penalties now transfer correctly across clients in swap situations.
    - Prevented server misconfiguration that led to join order relevance.
    - Missing mandatory state update after swaps corrected.
    - Tyre compound, pressure and brake strategies transfer reliably in swap situations.
    - Fixed a bug that prevented the player from adjusted pressures when selecting wet tyres in the MFD on track.
    - Pit crew visibility fixed for spectating client.
    - Fixed swap widget disappearing for some players in multi-car sessions.

    NOTE: due to changes affecting physics and track limits, the leaderboards of Special Events #55 and #57 will be reset.


    v1.3.4

    - Fixed inconsistent F6 cameras for some of the Evo cars.
    - Driver stint message now correctly follows if maximum driving time left is shorter than the current stint time.
    - Fixed "Max Time Left" widget behaviour in single-car sessions.
    - MP: Fixed damage not resetting for swapped cars.
    - MP: Added live electronics settings transferring across swaps (TC, ABS, BBias, Map).
    - MP: Added new chat command to hand over the car during FP and Q sessions:
    "%swap X" (where X is the number of the target driver in the team list; 1 selects the first entry).
    - Rating: Fixed wrong rating data when loading savegames or swapping into cars.
    - MP: Added server admin handbook v7.


    v1.3.5

    - MP: Fixed total driving time counter behaviour in MP.
    Now total driving time correctly freezes on pit entry and resumes on pit exit.
    - Minor fix to the time multiplier display on session summary.
    - Stint timer is now linked to the timing HUD when auto-repositioning.
    - Fixed a bug that made AI cars pit repeatedly after their first pitstop.


    v1.3.6

    - Fixed AI cars repeatedly pitting in race weekend game modes.
    - Fixed occasional stuttering using the opponent visibility setting against AI cars.
    - Setup UI and functionality bugs and fixes.


    v1.3.7

    - Mercedes and Porsche (non-Evo) fuel estimations fixed for Paul Ricard and Monza in the aggressive preset.
    - Fixed AI driver stint protection in saved games to avoid forcing the AI to do a pitstop after driver swaps.
    - Fixed Stability Control saving inconsistently for values between 0 and 100%.
    - MP: Added assistRules.json for non-public servers.
    - MP: Updated server admin handbook to version 7c.
    - MP: Minor improvements for values written into the result.json file.


    v1.3.8

    - Sponsorship updates to support upcoming e-sport competitions.


    v1.3.9

    - Multiplayer collision model improvements.
     
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6 replies since 23/9/2018, 21:48   7295 views
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