Assetto Corsa Competizione | V1.5 and GT4 DLC Released

Paul Jeffrey

Premium
Kunos Simulazioni have launched their V1.5 update of Assetto Corsa Competizione alongside the exceptional GT4 Pack DLC.
  • New DLC contains 11 GT4 cars.
  • DLC priced at £17.99.
  • Multi-class online racing now available.

Assetto Corsa Competizione GT4 | Check out our DLC review: Click Here

Yes, at long last release date is here and a brand spanking new update for Assetto Corsa Competizione has been released! Packed with features, fixes, improvements and changes, as well as the small matter of a new 11 car DLC replicating the 2019 European GT4 Series championship, this is one of the biggest update / DLC drops released for Assetto Corsa Competizione to date.

We shall get on to the subject of GT4 in a moment, but before we do, let's take a look at the V1.5 update change log that comes with this brand new build.

ACC GT4 Review 2.jpg


Assetto Corsa Competizione GT4 | Introducing Greatness: Click Here.

GENERAL:
GT4 European Series DLC (2019 season) now available for purchase with:
  • Alpine A110 GT4
  • Aston Martin Vantage V8 GT4
  • Audi R8 LMS GT4
  • BMW M4 GT4
  • Chevrolet Camaro GT4.R
  • Ginetta G55 GT4
  • KTM X-Bow GT4
  • Maserati Granturismo MC GT4
  • McLaren 570S GT4
  • Mercedes-AMG GT4
  • Porsche 718 Cayman GT4 Clubsport
  • Official 2019 GT4 European Series liveries and bonus presentation liveries for select models.
  • Additional bonus GT World Challenge Europe 2020 liveries.

Assetto Corsa Competizione GT4 | Gameplay Videos: Click Here.

GAMEPLAY:
  • Added GT4 Season menu (DLC).
  • Added GT4 Sprint Race game mode: 1-hour race duration, mandatory driver swap in pit window, no tyre change or refueling allowed (DLC).
  • Added GT4 2019 championship season and custom championship season (DLC).
  • Fixed a bug where saving the game while the car was facing the wrong way would DQ the player when loading the session.
  • Changed references in the penalty system to allow different track limit thresholds for different car groups in mixed races
  • Potential fix to the pit exit trigger fail and subsequent issue with pit limiter getting stuck and stint times not restarting properly when the player had the first box.
  • Fixed an inconsistency in the lower threshold of the automatic wiper assist.

UI:
  • Dash display opacity slider added in View Settings.
  • Short name (abbreviation shown on Lumirank display) now editable in driver UI menu.
  • Car classes marked on RT and leaderboard items on the HUD in mixed races.
  • Class indicator added to Broadcast HUD.
  • Broadcast MFD now contains split GT3/GT4 standings in mixed races (long press Insert hides & re-evaluates if race is multiclass or not during the race).
  • Class indicator added to MP timetables.
  • GT4 cars grouped in MP car selection.
  • "Sticky" HUD layer remains visible when hiding HUD via long press.
  • Updated realtime leaderboard widget time gap logic to support mixed classes.
  • Fixed controller navigation for the colour selector in the driver editor page.
  • Fixed a bug with control-hijacking by hidden widgets.
  • Dash widget size now respects low aspect ratio resolutions.
  • Showroom widgets to not consume mouse events while camera is being controlled.
  • Fixed temporary mouse pointer invisibility when intro session is set to skip.
  • Pit rule summary widget added to the garage screen.
  • Server statistics widget added to the garage screen.
  • Driver swap widget added to the garage screen (when applicable).
  • "Drive" button now pulsates on the garage screen during countdown.
  • Updated track map widget and interactive track map widget added to the garage screen.
  • Clicking on the markers changes focused car, clicking outside changes marker between position and racing number.
  • Indicates cars triggering yellow flag.
  • Indicates cars on invalid lap in Qualifying sessions (cyan marker).
  • Full track map widget now available on the Broadcast HUD and the Replay HUD.
  • HUD track map now has zoomed-in and full map option in HUD settings.
  • Added track map HUD page (cycle F2) as a secondary broadcast page with focus on track map.
  • Fix to only one car model being available for custom cars after adding the first one.
  • Server name is now shown for saved replays.
  • Fixed weather widget timing out on Broadcast HUD.
  • Weather forecast now shows current weather.
  • Weather forecast rainfall icons now show indication of increasing/decreasing rainfall (+/-) when both forecast stages prompt the same icon.
  • Fixed missing mouse pointer with Cinema HUD open.
  • Fixed erroneously exposed tyre set selector for wet tyres when switching between compounds and when loading a setup after session transition.
  • Fixed an issue with the setup strategy selector that would jump to the end of the list of strategies after session transition.

CONTROLLERS:
  • Change in the management of controller devices, to use instance IDs instead of on product ID.
  • Allows the use of multiple instances of the same controller device model, such as button boxes.
  • Fixed Frequency setting not loading correctly after being set in the UI.
  • Disconnected devices will no longer be deleted from controls.json but will be marked as disconnected (red-coloured device name in configuration screen).
  • Controls configuration can now be reloaded to detect re-connected devices without need to restart the game.
  • Refresh/reload and undo buttons added to the controls page.
  • Default keyboard binding for "downshift" reassigned to "X" in order to avoid clash with basic Windows function hotkeys.
  • Fixed FFB controller order dependency, now the steering device automatically gets FFB assigned.
  • Potential fix to lack of FFB for certain devices upon first install or control settings reset.
  • Controller presets for Simucube and Simucube 2 wheel bases.
  • Added new rumble effects and adjusted existing ones for XInput gamepads.

MULTIPLAYER:
  • Server: added server-side car group restrictions: GT3, ST, Cup, GT4, FreeForAll.
  • Client: server car group displayed in server list.
  • MP car selection page automatically pre-selects car based on eligibility.
  • NOTE: DLC ownership is not required to join mixed-class servers and see opponent cars.
  • Quickjoin always respects the car group that is currently selected.
  • CP servers are in Mixed mode, and use the Primary car.
  • Client: server list now will not refresh upon returning from car selection/advanced menu.
  • Client: fixed an issue with failed race starts when clients entering an invalid state would not be re-evaluated as valid even after regaining position.
  • Client: fixed a crash that would occur when the client joined during the start of the formation phase.
  • Client: fixed an issue where clients joining during the preparation/countdown phase would be sent up to the top of the grid by the formation widget and erroneously start from pole.
  • Client: fixed a potential client crash when using maximum tyre set rule in driver swap scenarios
  • Client: fixed unreliable grain/blister/flatspot data transfer in swap scenarios when reusing old tyresets while also swapping driver.
  • Server: client reject during post-qualifying phase now made global to prevent erroneous spawning.
  • In an open-race server, clients may still join after the post-qualifying phase, either during the race countdown phase, during the formation lap or after the race start.
  • Server: fixed a rare server issue that would skip to the end of the race session when all clients entered into an invalid state at the same time during the formation phase.
  • Server: added "isLockedPrepPhase" setting (settings.json) to prevent clients who did not take part in qualifying from joining during the preparation/countdown phase.
  • CP: fixed client rejection with "server full" message with successful registration.

PHYSICS:
  • Fixed tyre pressure reset on used tyres when pitting without tyre change.
  • Motec control channels frequency upped to 60Hz.
  • Fixed Motec channel drift when comparing laptimes.
  • Kerb, slip, G-force and ABS vibrations added to physics API.
  • EBB (active electronic brake bias) feature activated and implemented.
  • Torque vectoring differential activated and implemented.
  • Pirelli DH and DW tyre model implementation, all dimensions required and used for GT4 European Series cars.
  • Updated and improved implementation of caster physics (also affects visual appearance).
  • Porsche 991II GT3 Cup tyre model update and fine-tuning.
  • Porsche 991II GT3 Cup updated spring rates and bumpstops as per endurance homologation.

GRAPHICS:
  • Sparks performance optimization and probability filtering tweaks.
  • Backfire performance optimization.
  • Optimization of light emitters at Nurburgring to help reduce stutters.
  • Fixed car dirt visuals getting reset after certain periods in Multiplayer sessions.
  • Various car LOD fixes.

AUDIO:
  • Tweaked curbs and astroturf volume in onboard cameras.
  • Better organization in sample reference structure.
  • Better audio feedback for brake temperature and wear level.
  • General fine-tuning.



Also new for today is the GT4 Pack DLC - adding 11 new GT4 cars from the 2019 European GT4 Series to the simulation. I've already talked to death about these cars, so if you want a quick summary again, check out these two videos:



Enjoy the racing folks!

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

Got questions? Head over to the Assetto Corsa Competizione sub forum here at RaceDepartment and let the community be your guide!

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$20 US is a bit too much for this. The last DLC was only $15, and it included new tracks. I'm sure the GT4s are great and all, but I'll have to pass at this price.
What!!!
Surely, you are joking.
How many cars?
I went looking at the Le Mans track in another sim a few days back.
IMSMC I believe it was more than half of this cost...for a single track.
If you don't want to buy it because you don't want to spend $20, that's one thing.
Saying it is too expensive is another.
 
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I seem to remember getting 21 Porsches for 15 Euros for AC. That's half the price of this dlc. I also got 8 Ferraris and 2 tracks for 10 Euros from the developer who must not be named at RD.
Well ok... 21 Porsches for 15€ (forgot about those) was cheap as peanuts, but 20€ for 11€ cars produced to these kind of high standarts is still cheap for me compared with what I spend on other sims.
 
Kunos can't be held responsible for the state of economies in other countries, they are an Italian company with Italian overheads.

hm yes and no.

Some countries simply cannot afford games priced at the same level as the "west".. so it really comes down to choose between selling 0 in all those countries or still make a profit by adjusting prices for the local economies increasing brand visibility, value and userbase.

The real problem comes from the more rich westerners that use things like VPNs to acquire games at prices designed for the more unfortunate economies.. and that's probably what convinced Steam to adjust the suggested prices... this will be probably be (almost) invisible when done on a single release game but becomes a big problems when applied to a DLC because the price difference will be ridiculous.
 
But not as expensive as train or flight sims... :confused:

Oh boy, don't even remind me about flight sims lol. I got like 20 DCS modules and they do not have any regional pricing here and each module ranges from anywhere between 40-80 dollars even in my sh!thole country. When I put that part of my sim addiction into perspective dear lord am I glad that racing sims are so incredibly generous to my wallet. :D
 
Hmm, Iet's see:

Self-assembled PC: Corsair 280X case, Ryzen 7 3700X with additional liquid-cooling, second-hand RX 580 8GB, mainboard Asus ROG Strix X570-I, RAM 32G, SSD 500G. Ok that's not really low-end but the graphics card is really old. Around 1400 Euros. I put the money on the CPU as ACC "likes" 4-6 cores and I had to go mATX and "cube" case because that was the only one that fit the space I have near my desk.

Thrustmaster T500 RS; pedals: Thrustmaster T3PA Pro; shifter: Thrustmaster TH8A; Playseat Challenge. Around 800-900 Euros (I have the wheel since 2014).

Monitor LG 29" 21:9; monitor arm. 250-300 Euros.

This is around 2500 Euros. Imagine adding an i9, a RTX2080ti, a proper aluminum rig with a sportscar seat, a DD base + wheel, a VR headset or big curved display or triples. The cost would be easily 2-3 times what I paid for. So 2500 Euros is on the low end, really.

If that's lowend, then my 10 year old AMD 6-Core CPU, 1TB Normal HDD, GTX1060 (the only thing that I changed) and 16gb RAM DDR3, with a DFGT and no further modifications would be low low end tier?

On topic, though, I'm super glad to see that Kunos is going to switch to regional pricing, and I'll buy the DLC on day 1 when Steam lets them do the switch!
 
@guidofoc Oh, I see. So the problem is you have no concept of "low end". That explains a lot, then.
Ok be my guest then. Mid-range. You win. Still, complaining about 20 Euros is pointless.

Another story is whether Steam has changed its policies as Stefano says above, because that is certainly a new thing and people have the right to be upset. Why should they pay for other people cheating.
 
Tried it, pure awesomness! Those cars handle so differently! Even bought a lot of content for rF2 during the Summer Sale, also pure awesomness. We are being spoiled in simracing currently, people.

To give some "negative" feedback, I would like to see Kunos work a bit on the AI, and ACC will become 10/10 for me (instead of 9.7/10 or similar :D)
 
Christ!
I can't wait to get home from work today to get this installed and running.
How much is somebody else's work worth.
Do people have any idea how much time it takes to license, research, develope and distribute these cars.
$20 usd is quite reasonable. You cant even get a haircut for that price.
Oh!...and the base game was very inexpensive as well, so that is not a good comparison for referencing prices of the DLC.
 
It's just really sad, that 95% of the whole discussion si about prices and basically nothing about the cars. It's 20€, that's one takeout dinner or something. You're getting a car with awesome quality for under 2€ and still over half the people just complain. I am not rich in anyway and I think it's still a steal. I get that there are people that got way less then me and I had some time with money issues myself but if you can't afford it, you just have to wait for a sale (or get a key elsewhere, if you need to) but it still is more then a fair price!

As for the regional scaling, it's already stated, that it was the steam algorithm or something screwing up, it'll be fixed soon.
 
I bought Forza 7 on sale, that's over 700 cars for 15€.

You are so lucky, that is very cheap per car, but 700 cars that should keep you busy for a while, you have no need for this DLC. Sooo lucky.:thumbsup:

What is sad though is that we have so many broke people scrapping for every dollars on this forum, almost depressing, at least some of us can afford a 20$ DLC and forget about the misery of others.:roflmao:
 
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