Assetto Corsa Competizione | New Hotfix Now Available

Paul Jeffrey

Premium
Kunos Simulazioni have deployed a new hotfix update to their Assetto Corsa Competizione racing simulation - updating the title to version 1.5.5 release status.

Hotfix time ladies and gentlemen. The good folks over at Kunos Simulazioni yesterday dropped a small hotfix update to Assetto Corsa Competizione on Steam, adding to the simulation an number of updates and improvements ahead of the next major build release expected later in the year.

In the new 1.5.5 update, Kunos have spend much of their focus reviewing and updating the time penalties and how they are activated within the title. Following the new build update, players now a few new changes to look out for, from both a visual representation point of view to how the game handles recording of post race result updates.

Other highlights from the new build include various graphical optimisations and bug fixes, as can be found in the change log notes below.

ACC Hotfix Middle.png


ACC V1.5.5 Update Notes:

Gameplay / Multiplayer

  • Time penalties issued by the race admin are now served on the next pitstop as per real life.
    Opens up the possibility of “pitstop ballasts” in organized events with mandatory pitstops.
    Time penalties that are not served will be added to the total time on session finish as before.
  • Server: fixed an issue with post-session state management in Multiplayer.
  • Serveable penalties (DT, SG) are no longer forced into a to-serve state by default when the car is in the pitlane.
    Avoids scenarios where cars can become compromised when receiving an admin penalty inside the pitlane or when already performing a pitstop.
  • Server: post-race time penalties are now applied to the final results on the session complete state.
    NOTE: Final results are calculated when the last car on track crosses the finish line or when the “sessionOverTimeSeconds” phase is up.
    NOTE: When post-race penalties are added to the car’s total time, the penalty labels on the leaderboard/standings turn from red to grey.
  • The severity of converted post-race time penalties is now track dependent to factor in longer pitlanes (e.g. at Spa).
  • Server: detection of idle players so that the race complete state (and result generation) does not wait for the session overtime to be over if there are idle cars in the pitlane.
  • Revised polesitter side on all tracks (both Singleplayer and Multiplayer).
  • Fixed an issue at Monza where the pitlane status occasionally failed to disable on pit exit.
UI
  • Penalty labels: changed background color to grey on session complete state to signify that the penalty has been calculated in the time displayed.
  • View Settings page: reduced step intervals and quicker timing for press-and-hold on position/pitch selectors.
  • Career pages now use a static series logo independently from the active series selected in the Single Player menu.
  • MFD/Setup UI now reliably shows the correct tyre data for all tyre sets used in Multiplayer driver swap scenarios even after non-driving clients dis-/reconnect.
  • MFD pit strategy page will no longer autoselect the “Pitlimiter” row if the player already has that page selected before entering the pitlane. Avoids unintentional deactivation of pit limiter when modifying pit strategy upon entering the pitlane.
  • Fixed MFD automatically jumping to pit page on pit exit if the player cycles to a different MFD page while still inside the pitlane.
Graphics
  • Various texture memory footprint optimizations.
  • Fixed an issue with the dirt texture of the Lexus RC-F GT3.
  • Fixed a graphical error on the Nissan GTR GT3 (both versions).
  • Fixed incorrect blurred rim behavior on the Audi R8 LMS cars (both versions).
  • Stationary cars in the pitlane will now become hidden when the player approaches them to facilitate visibility and car positioning with overlapping/stacked pit positions in Multiplayer.
Physics
  • Fixed currently active tyreset state resetting on forced pit speeding teleport in FP and Q sessions.
  • Fixed erroneous behavior of combined ABS and pit limiter in certain situations.


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

Want to know more about the sim? No worries, fire up a question over at the Assetto Corsa Competizione sub forum here at RaceDepartment, and let our wonderful community help you out!

Assetto Corsa Hotfix footer.jpg
 

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Not to mention the multiplayer aspect and an enrichment of the career mode.

Not to mention the features that never arrived (stand animation, ray tracing shown but never released to the general public).

What is left to improve in this game? which is close to the best of it?
 
Kunos Simulazioni have deployed a new hotfix update to their Assetto Corsa Competizione racing simulation - updating the title to version 1.5.5 release status.

Hotfix time ladies and gentlemen. The good folks over at Kunos Simulazioni yesterday dropped a small hotfix update to Assetto Corsa Competizione on Steam, adding to the simulation an number of updates and improvements ahead of the next major build release expected later in the year.

In the new 1.5.5 update, Kunos have spend much of their focus reviewing and updating the time penalties and how they are activated within the title. Following the new build update, players now a few new changes to look out for, from both a visual representation point of view to how the game handles recording of post race result updates.

Other highlights from the new build include various graphical optimisations and bug fixes, as can be found in the change log notes below.

View attachment 401488

ACC V1.5.5 Update Notes:

Gameplay / Multiplayer

  • Time penalties issued by the race admin are now served on the next pitstop as per real life.
    Opens up the possibility of “pitstop ballasts” in organized events with mandatory pitstops.
    Time penalties that are not served will be added to the total time on session finish as before.
  • Server: fixed an issue with post-session state management in Multiplayer.
  • Serveable penalties (DT, SG) are no longer forced into a to-serve state by default when the car is in the pitlane.
    Avoids scenarios where cars can become compromised when receiving an admin penalty inside the pitlane or when already performing a pitstop.
  • Server: post-race time penalties are now applied to the final results on the session complete state.
    NOTE: Final results are calculated when the last car on track crosses the finish line or when the “sessionOverTimeSeconds” phase is up.
    NOTE: When post-race penalties are added to the car’s total time, the penalty labels on the leaderboard/standings turn from red to grey.
  • The severity of converted post-race time penalties is now track dependent to factor in longer pitlanes (e.g. at Spa).
  • Server: detection of idle players so that the race complete state (and result generation) does not wait for the session overtime to be over if there are idle cars in the pitlane.
  • Revised polesitter side on all tracks (both Singleplayer and Multiplayer).
  • Fixed an issue at Monza where the pitlane status occasionally failed to disable on pit exit.
UI
  • Penalty labels: changed background color to grey on session complete state to signify that the penalty has been calculated in the time displayed.
  • View Settings page: reduced step intervals and quicker timing for press-and-hold on position/pitch selectors.
  • Career pages now use a static series logo independently from the active series selected in the Single Player menu.
  • MFD/Setup UI now reliably shows the correct tyre data for all tyre sets used in Multiplayer driver swap scenarios even after non-driving clients dis-/reconnect.
  • MFD pit strategy page will no longer autoselect the “Pitlimiter” row if the player already has that page selected before entering the pitlane. Avoids unintentional deactivation of pit limiter when modifying pit strategy upon entering the pitlane.
  • Fixed MFD automatically jumping to pit page on pit exit if the player cycles to a different MFD page while still inside the pitlane.
Graphics
  • Various texture memory footprint optimizations.
  • Fixed an issue with the dirt texture of the Lexus RC-F GT3.
  • Fixed a graphical error on the Nissan GTR GT3 (both versions).
  • Fixed incorrect blurred rim behavior on the Audi R8 LMS cars (both versions).
  • Stationary cars in the pitlane will now become hidden when the player approaches them to facilitate visibility and car positioning with overlapping/stacked pit positions in Multiplayer.
Physics
  • Fixed currently active tyreset state resetting on forced pit speeding teleport in FP and Q sessions.
  • Fixed erroneous behavior of combined ABS and pit limiter in certain situations.


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

Want to know more about the sim? No worries, fire up a question over at the Assetto Corsa Competizione sub forum here at RaceDepartment, and let our wonderful community help you out!

View attachment 401489
Can I just say, I love that little Alpine. I want one as my road car.
 
And still no AI update. Best sim out there with the worst AI on the planet. :thumbsdown:
exactly and the offline random weather that will always start with a wet track at start. Because of the poor system of 0-100 of wetness. So basically 0 is dry the rest is a % of wet. Put that formula on random and guess what you will always get!
But as said kunos (ex stefano) are thinking like s397 of the esports arena.
 
Kunos really needs to step up their game with their updates. This getting updates and not having to delete folders and reconfigure settings is very unprofessional. Real developers know that users should constantly have to make adjustments after hotfixes. ( Yeah, I am looking at you AMS2). :devilish:

I don't believe this has been a requirement for AMS2 since it came out of early release.
 
Hardly worst, better than AC and much better than all Madness based titles.
What sim are you using as a reference for better AI?
Definitely subjective I guess. IMO it is much worse than all Madness based titles, and maybe worst in all racing sims. I took a brake from ACC and have been playing AMS2. Last night I went back to ACC and forgot how the AI loves to punt you off the track. Playing dodge the AI is a game unto itself with ACC.
 
  • Deleted member 197115

Definitely subjective I guess. IMO it is much worse than all Madness based titles, and maybe worst in all racing sims. I took a brake from ACC and have been playing AMS2. Last night I went back to ACC and forgot how the AI loves to punt you off the track. Playing dodge the AI is a game unto itself with ACC.
And Aggressiveness at 95-100% doesn't help, for me that was a complete game changer?
 
And Aggressiveness at 95-100% doesn't help, for me that was a complete game changer?
Yeah, I always play at 100% aggression and have zero problems with that AI punting me.

In fact, that's the problem, they are way too passive. They let you pass once you get anywhere near them and then never try to overtake. It sounds like it was a conscious choice and I wish they went the other way. I'd rather be punted occasionally then never have someone try to overtake me.
 
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