Paul Jeffrey

Premium
Kunos Simulazioni recently deployed a new hotfix update for Assetto Corsa Competizione - here's what's new within the simulation.
  • New hotfix deployed 24.09.2020.
  • Various gameplay and UI fixes.
  • Balance of Performance tweaks.

New hotfix time folks! Yes, get yourself logged into Steam, wait for the download to finish doing its automated business, fire up ACC and have a go on the latest and greatest build version of the official GT World Challenge racing simulation.

Now before you all get too excited, no, this isn't the build that includes those AI updates that Stefano is working on... sorry. However, fans of change still have reasons to be cheerful it seems, as the latest v1.5.7 hotfix does have a few nice updates included - not least of which are some further tweaks to the game MFD and a few fixes around various pitlane and penalty calculations.

You can check out the latest changes and what they all mean below...

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ACC V1.5.7 Hotfix Notes:

Gameplay

  • Fixed pit exit erroneously triggering blue flag when driving near the wall at the start-finish line on Laguna Seca.
  • Fixed pit entry erroneously triggering blue flag when driving near the pit entrance wall on Kyalami.
  • Fixed a potential inconsistency with track limit warnings accumulated on existing pending penalties.
  • Fixed an inconsistency when serving a drive-through penalty without having the serve penalty checkbox selected.
Physics
  • Slight adjustments to the 2019 GT3 season balance of performance.
  • Slight adjustments to the 2019 GT4 season balance of performance.
Graphics:
  • Decreased streaming memory pool in EPIC texture setting preset to prevent potential video memory overload on mid/high-range cards.
UI:
  • Fixed a refocus issue with the MFD in Multiplayer when the session went from multi- to single-class due to all clients of a car group disconnecting.
  • MFD info panel now includes stint timer and a track limits warning counter. NOTE: the MFD info panel is recommended to be set to “Always visible” in the HUD settings.
  • Pitstop MFD: added tyre pressure control for all tyres simultaneously.
  • Fixed tyre status indicators not consistently showing wear on previously used tyres in driver swap scenarios.
  • Fixed an MFD pitstop page issue that was allowing the same tyre to be selected and applied for an upcoming pitstop with the default setup loaded.
Controls:
  • Exposed “EnableManufacturerExtras” in controls.json; if set to false it prevents the game from making any calls to external libraries from wheel manufacturers (Logitech, Thrustmaster, Fanatec) Useful for troubleshooting controller-related issues.
  • Fanatec LEDs setting now defaults to off.


Assetto Corsa Competizione is available now on Xbox One, PS4 and PC.

Want to talk with fellow fans of the simulation? Good news, head over to the Assetto Corsa Competizione sub forum here at RaceDepartment and do just that! Join in the discussion today!

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wow, 2020 season would be very cool, especially if (and that is probably a huge "if" they manage to do the extra covid tracks and the atmosphere with zero fans in the first rounds and limited fans now. we already have quite a good number of the liveries in game, which i very much appreciate, but to have them not getting mixed up with the '19 liveries when you want to pick one would be good.
 
Would have loved some more info on the BOP adjustments though.
Agree, see below for some more context. I also just tried some laps on Monza, I am lapping about half a second faster in the Aston. So they seem to have made that a bit faster too on the faster tracks.

Aris: "It's pretty straightforward really.
Cars that have been faster like Porsche, or Mercedes at Monza, Suzuka, Bathurst and so on, are now slower. That doesn't mean they are not very strong anymore, but their laptimes are much closer or identical to the other cars.
Some cars that were slower, like Jaguar at Spa, we've found the typo and are now competitive again.
Similar to GT4 cars. BMW gained some, Porsche Cayman lost some. KTM at Monza lost some
and so on, and so on... making the grid as compact as possible."
 
Anyone had the luck of purchacing a RTX 3080 or 3090 and tried this in VR yet? Wondering if it will be smooth...
Wouldn’t get one at the moment talk of tech issue with 3rd party cards crashing to desktop
Your better waiting until they iron out the issues first . 3090 is massive card so u need a good processor to reduce any bottleneck issue with cpu if not your wasting your money on 3090 as there will be performance not being used . High watt psu and a big case. If it was me I would go with the 3080 . But I will wait.
 
Agree, see below for some more context. I also just tried some laps on Monza, I am lapping about half a second faster in the Aston. So they seem to have made that a bit faster too on the faster tracks.

Aris: "It's pretty straightforward really.
Cars that have been faster like Porsche, or Mercedes at Monza, Suzuka, Bathurst and so on, are now slower. That doesn't mean they are not very strong anymore, but their laptimes are much closer or identical to the other cars.
Some cars that were slower, like Jaguar at Spa, we've found the typo and are now competitive again.
Similar to GT4 cars. BMW gained some, Porsche Cayman lost some. KTM at Monza lost some
and so on, and so on... making the grid as compact as possible."

I do really hope this was based on reality and not just for the game and specifically for its online part.
 
Anyone had the luck of purchacing a RTX 3080 or 3090 and tried this in VR yet? Wondering if it will be smooth...
The only VR benchmark I've seen so far was in iRacing. Compared to a 1080ti, the 3080 was about 65% faster in VR. This jives with Techpowerup's overall rating of 66% faster, so the performance scaling between VR & monitors is reasonably close provided your CPU is not bottlenecking.

1601218993788.png

(from https://www.techpowerup.com/gpu-specs/geforce-gtx-1080-ti.c2877)
 
The only VR benchmark I've seen so far was in iRacing. Compared to a 1080ti, the 3080 was about 65% faster in VR. This jives with Techpowerup's overall rating of 66% faster, so the performance scaling between VR & monitors is reasonably close provided your CPU is not bottlenecking.

View attachment 409017
(from https://www.techpowerup.com/gpu-specs/geforce-gtx-1080-ti.c2877)

Thank you for sharing this, the 3090 is a little over the top on all aspect but seeing 166% for a 3080 compared to a 1080ti at 100% is very encouraging for this VR/1080ti owner.
 
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According to some more dev responses on the official ACC forums they have made them closer to reality.

Also if you want to have some good laughs reading something, I suggest reading the latest patch notes topic there.

How you mean read? It's not even open to replies. You might be playing with me here, and that's fine, but the question marks are growing in my eyes, almost to cartoon style.
 
If that iRacing gain translates to ACC (it might not due to different engine)

Yes different tittles will take advantage of those new GPU power differently and also will different mobo/cpu/gpu combo, but still very encouraging.
I am not a IRacing user, but I will take improve performance in any of my go to SIM in VR, and particularly in ACC. :)
 
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