Assetto Corsa Competizione: V1.0.7 Hotfix Beta Released

Paul Jeffrey

Premium
ACC V1. 7 Update - D.Jankovic.jpg

Kunos Simulazioni have released a new 'preview' hotfix build for their Assetto Corsa Competizione racing simulation.


Moving the sim to version 1.0.7, the new build is available now under the 'beta' tab of the game within Steam, with the main public build release expected to drop in the next few days if no significant issues are detected by early adopters of the latest version.

Build 1.0.7 update notes:

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.
GAMEPLAY:
  • Mid-session saving is re-enabled.
  • 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.
  • NOTE: it will only work with new saved games.
  • 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.
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.
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.
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, allow him to use the power at will.
  • Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc).
  • Car collider tweaks for various models.
  • 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.
  • 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.
  • 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.
  • 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
  • Reduced the rate of weather changes for high randomness settings
  • 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.
TrackIR is now implemented, and requires the following:
A basic TrackIR user profile that has all the relevant settings and some basic, neutral curves applied so you can have a good starting point with a functional profile (you can finetune the curves for different responses or use a different center key mapping, etc...) is included in the attachment of this post.

The profile needs to be copied into this folder: C:\Users\YOUR_USER_NAME\AppData\Roaming\NaturalPoint\TrackIR 5\Profiles

The profile needs to be selected via:

ACC Track IR.png


Opening image credit: D. Jankorvic

Assetto Corsa Competizione is available now on PC.

For more from the world of ACC, why not head over to our Assetto Corsa Competizione sub forum and get yourself into the thick of the action? We have a great and knowledgeable community, plus some pretty epic League and Club Racing events, if I do say so myself. Go on, treat yourself!

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i still can't use manual gear with xbox controller .... man , now it's mor than a month i'm having this issue , pls Kunos do something .

I have an Xbox One controller an I can use it fine for manual control, although I have problem with manually starting the engine sometimes. I hope they fixed the bug (I didn't see it in the list) when the pit settings bug out and cannot be deactivated and stays on the screen unless I quit the race.
 
Nice update,

Now i have the time to go the fitness for one year in order to play in VR, RTX, pit stop animations :), cars of 2019 and the famous surprise content (no more info on it ?)

If the rain is now in the content of Gran Turismo Sport after 3 years, i can dream a little for ACC :), one of only game where i can hear the "shifting on my heart" :p
 
You need to watch our interview with Kunos, if you understood the challenges you'd realise why they have not worked on it yet.

Those who are complaining...... I appreciate you want what you want. But they have to prioritise, have a little patience. This is a great update!
Hello @Paul Glover :)
Yes, indeed is a step forward, but you should take into account that the are selling the game as a FINAL release.
It is unacceptable to lie to customers, telling them it is a finished product (with in theory minor fixes), when they are really using the paid customers as beta testers and the money charged to them as financing other titles or distributing benefits to parent company.
A finish product should have all the features declared (at the ininial pitch, actually they have been taking away feautures previously announced and others obviously never implemented in the final release) working properly.
The phylosophy of selling a game without the proper knowledge to produce it at a final release level standard, and/or using the time, efforts, and resources from paid customers to develop a game is not and should be not acceptable under any circumstances. Beta releases are there for a reason, no FINAL releases.
In other words, You buy a Merc, you pay the price, you start driving it and then suddenly there is no ABS, you ask the manufacturer for an explanation and they tell you that it is not implemented yet because it is difficult and they need to learn how, you wait and keep driving the car, suddenly you have a huge accident because the central management unit crashed an blocked the engine when you were driving on an highway. You tell the manufacturer what the hell, and they answer they have not implemented yet because it is too dificult and need to learn how to do it. After a long period of waiting you receive the car back from the garage and notice the tachometer is missing, you demand an explanation and they tell you that now they believe it is not necesary anymore. You will be fuming because you paid for a product as a whole as promised. In this scenario you will sue the company for selling you an unfinished harmful product. A con, in layman terms.
Kunos has done it in the past, AC (which I love and believe it is an amazing SIM) never was finished. Tyre temperature inconsistancies with setups, track conditions, and driving style, inconsistencies among car features (brake temp, lights, possibility or not to engage neutral downshifting, etc), cars never fixed (Miura's drivetrain, M325i visually changing gears manually, Skyline's speedometer, 155 V6 and many others having braking problems, which they temporarily fixed by the power brake option, but never fix it properly), keyboard and controller cannot be use in racing UI, D-pad keys cannot be assigned, racer name tags are disable in VR (which they promised to fix it), and on and on. It has been more tha 4 years and a half since its release and we are still waiting for a fix.
Thanks to MODers and CM, AC is alive and kicking ass. No thanks to 505 Games and Kunos who were the ones making money out of it.
They abandon AC as it was, just to create ACC, and I am afraid they will do the same with ACC, it will be a never finished product.
The tendency of the market is to release games as fast as possible, charge for beta releases, have the customers spend their time and resources to develope the game up to a substandard point where they are financially forced to sell it as official release, and start the process again with another title.
If we, as gamers-customers, allow this, soon we will expend more time working for the developers and they making more money out of out effort. SIM racing will not be enjoyable, will be an unpaid paying job.
 
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Hello @Paul Glover :)
Yes, indeed is a step forward, but you should take into account that the are selling the game as a FINAL release.
It is unacceptable to lie to customers, telling them it is a finished product (with in theory minor fixes), when they are really using the paid customers as beta testers and the money charged to them as financing other titles or distributing benefits to parent company.
A finish product should have all the features declared (at the ininial pitch, actually they have been taking away feautures previously announced and others obviously never implemented in the final release) working properly.
The phylosophy of selling a game without the proper knowledge to produce it at a final release level standard, and/or using the time, efforts, and resources from paid customers to develop a game is not and should be not acceptable under any circumstances. Beta releases are there for a reason, no FINAL releases.
In other words, You buy a Merc, you pay the price, you start driving it and then suddenly there is no ABS, you ask the manufacturer for an explanation and they tell you that it is not implemented yet because it is difficult and they need to learn how, you wait and keep driving the car, suddenly you have a huge accident because the central management unit crashed an blocked the engine when you were driving on an highway. You tell the manufacturer what the hell, and they answer they have not implemented yet because it is too dificult and need to learn how to do it. After a long period of waiting you receive the car back from the garage and notice the tachometer is missing, you demand an explanation and they tell you that now they believe it is not necesary anymore. You will be fuming because you paid for a product as a whole as promised. In this scenario you will sue the company for selling you an unfinished harmful product. A con, in layman terms.
Kunos has done it in the past, AC (which I love and believe it is an amazing SIM) never was finished. Tyre temperature inconsistancies with setups, track conditions, and driving style, inconsistencies among car features (brake temp, lights, possibility or not to engage neutral downshifting, etc), cars never fixed (Miura's drivetrain, M325i visually changing gears manually, Skyline's speedometer, 155 V6 and many others having braking problems, which they temporarily fixed by the power brake option, but never fix it properly), keyboard cannot be use in racing UI, D-pad keys cannot be assigned, racer name tags are disable in VR (which they promised to fix it), and on and on. It has been more tha 4 years and a half since its release and we are still waiting for a fix.
Thanks to MODers and CM, AC is alive and kicking ass. No thanks to 505 Games and Kunos who were the ones making money out of it.
They abandon AC as it was, just to create ACC, and I am afraid they will do the same with ACC, it will be a never finished product.
The tendency of the market is to release games as fast as possible, charge for beta releases, have the customers spend their time and resources to develope the game up to a substandard point where they are financially forced to sell it as official release, and start the process again with another title.
If we, as gamers-customers, allow this, soon we will expend more time working for the developers and they making more money out of out effort. SIM racing will not be enjoyable, will be an unpaid paying job.

I’m sorry but final release? Finished product?
You must be new to the sim world
 
Hello @Paul Glover :)
Yes, indeed is a step forward, but you should take into account that the are selling the game as a FINAL release.
It is unacceptable to lie to customers, telling them it is a finished product (with in theory minor fixes), when they are really using the paid customers as beta testers and the money charged to them as financing other titles or distributing benefits to parent company.
A finish product should have all the features declared (at the ininial pitch, actually they have been taking away feautures previously announced and others obviously never implemented in the final release) working properly.
The phylosophy of selling a game without the proper knowledge to produce it at a final release level standard, and/or using the time, efforts, and resources from paid customers to develop a game is not and should be not acceptable under any circumstances. Beta releases are there for a reason, no FINAL releases.
In other words, You buy a Merc, you pay the price, you start driving it and then suddenly there is no ABS, you ask the manufacturer for an explanation and they tell you that it is not implemented yet because it is difficult and they need to learn how, you wait and keep driving the car, suddenly you have a huge accident because the central management unit crashed an blocked the engine when you were driving on an highway. You tell the manufacturer what the hell, and they answer they have not implemented yet because it is too dificult and need to learn how to do it. After a long period of waiting you receive the car back from the garage and notice the tachometer is missing, you demand an explanation and they tell you that now they believe it is not necesary anymore. You will be fuming because you paid for a product as a whole as promised. In this scenario you will sue the company for selling you an unfinished harmful product. A con, in layman terms.
Kunos has done it in the past, AC (which I love and believe it is an amazing SIM) never was finished. Tyre temperature inconsistancies with setups, track conditions, and driving style, inconsistencies among car features (brake temp, lights, possibility or not to engage neutral downshifting, etc), cars never fixed (Miura's drivetrain, M325i visually changing gears manually, Skyline's speedometer, 155 V6 and many others having braking problems, which they temporarily fixed by the power brake option, but never fix it properly), keyboard cannot be use in racing UI, D-pad keys cannot be assigned, racer name tags are disable in VR (which they promised to fix it), and on and on. It has been more tha 4 years and a half since its release and we are still waiting for a fix.
Thanks to MODers and CM, AC is alive and kicking ass. No thanks to 505 Games and Kunos who were the ones making money out of it.
They abandon AC as it was, just to create ACC, and I am afraid they will do the same with ACC, it will be a never finished product.
The tendency of the market is to release games as fast as possible, charge for beta releases, have the customers spend their time and resources to develope the game up to a substandard point where they are financially forced to sell it as official release, and start the process again with another title.
If we, as gamers-customers, allow this, soon we will expend more time working for the developers and they making more money out of out effort. SIM racing will not be enjoyable, will be a unpaid job.
Although I do agree that it would be great if we could always get everything finished and as promised, I don't think you are comparing comparable.

After leaving your car dealer, how many times will he call you back to tell you he has a new part for your car (for free) or wants to increase performance of the car's engine (for free) or completely replace the car's drive train because they developed something better in meantime?

And now count (for instance for AC as you mentioned it), how many NOT originally advertised features they added over the years to the game for free or how many times they improved already great physics model, etc...?

Did they have to? I don't think so. Developing software is difficult and lengthy process today, and I gladly accept not finished software earlier to be able to use it, knowing they will perfect it over time, rather than having "almost" finished product with all it's flaws and knowing the dev will never touch it again.

PS: Don't get too fixated on version numbers.
PPS: Maybe you are familiar with Da Vinci's famous quote: "Art is never finished, only abandoned." The same applies for software.
 
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