Assetto Corsa Red Pack released and game updated to v1.7

Paul Jeffrey

Premium
Kunos Simulazioni have released version 1.7 of Assetto Corsa, available to download now via the Steam network.

Coming with a variety of updates and improvements, including the ability to jump the lights at race start and brake temperature simulation on a selection of vehicles, the new update brings a healthy amount of new and exciting features and fixes for the popular racing simulation. With a vast majority of cars already in game benefiting from version 7 tyre technology, the team over at Kunos have again stretched their understanding of the simulation values associated with the rubber on the road and brought what is claimed to be significant updates to a few of the 'Red Pack' DLC cars that have moved on to the new version 10 iteration of tyre in game. Kunos have stated that the new tyre version -

"introduces improvements of the current v7 tyre model, with tyre temperatures being more sensitive to initial tyre pressures, improvements in the realigning force and more. Furthermore, as an additional proof of KUNOS commitment to realistic physics, we introduce the new tyre model v10 for some of the new RedPack cars. The new tyre model follows the handling philosophy of KUNOS and offers a very similar driving feel, but at the same time is a complete rewrite that permits us to validate much better our results with real life data, hence the jump from v7 to v10"

Version 10 tyres will eventually be rolled out to all official cars within the game at a similar time to when the studio bring brake temperatures to more than a handful of cars contained within the 'Red Pack' DLC release, including more features like air ducts and pads to be implemented at a later date.

Sizable in its scope, the new update also includes the unlocking of the latest DLC offering from the Italian studio, the much anticipated 'Red Pack'. Featuring eight vehicles (listed below) and a laser scanned version of the RedBull Ring in Austria, the new DLC download brings modern Formula One machinery to the sim for the first time. The 2015 vintage Ferrari SF15-T comes complete with simulation values added for all the modern power pack technology associated with recent Grand Prix cars, such as the MGU-K, MGU-H, ICE with variable Turbo, Batteries charging and energy deployment. Physics features commands are now configurable on keyboard and controllers.
Relevant features like Traction Control, ABS, Turbo, MGU-K, MGU-H, Engine brake etc, can be configured on the gaming device, and on the keyboard.

All in all, exciting times for fans of Assetto Corsa!

REDPACK DLC – List of Contents

Track
Circuit of RedBull Ring – GP / NATIONAL version

Cars
  • Ferrari SF15-T
  • Ferrari F138
  • Ferrari 488 GT3
  • Maserati 250F 6C
  • Maserati 250F 12C
  • Maserati GranTurismo GT4
  • Maserati Levante S
  • Lamborghini Aventador SuperVeloce
Assetto Corsa Red Pack DLC.jpg

Assetto Corsa 1.7 Changelog
  • Added Red Bull Ring track (Red Pack DLC)
  • Added Ferrari SF15-T (Red Pack DLC)
  • Added Ferrari F138 (Red Pack DLC)
  • Added Ferrari 488 GT3 (Red Pack DLC)
  • Added Lamborghini Aventador SC (Red Pack DLC)
  • Added Maserati GranTurismo MC GT4 (Red Pack DLC)
  • Added Maserati 250F 6 cylinder (Red Pack DLC)
  • Added Maserati 250F 12 cylinder (Red Pack DLC)
  • Added Maserati Levante S
  • Performance Delta App: Added instant velocity difference bar
  • Realtime App: Added road/ambient temperatures and grip
  • Fixed system messages when ABS and TC are not available
  • Added loading/saving system for fixed setup sessions
  • Added audio device selector on Audio App. If saved device is not there, main device will be used
  • Added volume ramp function to overcome issues with logitech headphone drivers
  • Added Precision slider in Photo App
  • Added missing icons on replay interface
  • Added QUANTITY_MULT in system/cfg/skidmarks.ini
  • Fixed RX-7 Tuned turbo sound behavior
  • Fixed Alfa 155 mixing route for external sounds
  • Fixed Ferrari F40 low-pass filter and some events volume
  • Balanced exterior volume for all the cars
  • New Bmw M3 e92 external sounds
  • Added brake disc temperature simulation to (Ferrari 488 GT3, Maserati GranTurismo MC GT4,Maserati Levante)
  • New Drivemotive Drifting School livery for BMW M3 e92 drift and S1 variants
  • Tyre pressure now influences temperature spread and build up
  • Added dynamic controller for EBB (electronic brake balance). Use file ctrl_ebb.ini for the controller.
  • Added daylight function on "lights" script
  • Added multiple turbo analogue instruments management
  • Added server hints on RaceControl screen
  • Added TC, ABS, Turbo keys to controller interface (both up and down)
  • now TC and ABS can be cycled back through CTRL + SHIFT
  • Added Flashing lights
  • Showroom: Added video editing camera controls
  • Showroom: Added car lights trigger as script "SHOWROOM""LOAD_LIGHTS" (previews are made without car lights)
  • Showroom: Added support for extra animations (extra_animations.ini). Numkey_6
  • Added blinking light system
  • Fixed Volume App not saving bumper audio
  • Added jump start
  • Added penalty for "ESC to pits" during race
  • Fixed some car/track combination resetting to pits at the start of HotLap sessions
  • Improved remote cars movements over curbs
  • AI is not making brake mistakes for cars that have ABS available
  • Different level of engine brake are now selectable by the users on cars that offer the option (Ctrl+E)
  • Added graphics smoothing for rigid bodies coming from physics
  • Onboard brake bias now follows same limits in the FRONT_BIAS section in setup.ini
  • Red lines and indications for gear change in the GUI are now considering damage rpms as well as limiters
  • Laps completed indications in the GUI during races now refer to "leader completed laps" and not player completed laps
  • Performance Delta app is now using spline position for calculation instead of distance calculated from car speed (less realistic but much more precise)
  • New camera view at start, showing car instead of track
  • New AI algorithms for race craft
  • AI drivers are now much more variable in performance during a single lap and during a session
  • "Lights on/off" is now a status of a car instead of a switch and gets replicated over the network properly
  • Tyre radius is now also a function of tyre angular velocity
  • Fixed self align torque going to negative values too early
  • New Tyre Model V10 for selected cars
  • Additional general bugfixing on car graphics and some improvements to lods across the entire vehicle content
  • 3D improvements on the Nissan R34 Skyline
  • 3D improvements on the Nissan 370Z Nismo
  • 3D improvements on the Ferrari LaFerrari
  • General bugfixes in several tracks
  • New clouds textures
  • Improved PPeffects
  • Improved Weathers
  • Fixed GUI not showing on Oculus with PP off and AA on
  • Added the possibility to launch sim directly. Add section [AUTOSPAWN] ACTIVE=1 to race.ini then start AssettoCorsa.exe
  • Added experimental Bandwidth Optimizer to acServer
Check out the Assetto Corsa sub forum for more news items right here at RaceDepartment. We have a number of thread topics to engage with your fellow community members, we host a high volume of mods and addons as well as our new Modding Discussion forum, a place where modders can discuss the many aspects involved in creating cars, tracks and skins for Assetto Corsa.

With our new Mazda MX-5 Cup league starting this Sunday, why not head over to our Assetto Corsa Racing Club forum to check out our regular club racing events and leagues? Our club races are designed for drivers of all skills and experience using a wide variety of content available for the sim. Head on over and take a look!

AC Ferrari .jpg AC Aventador.jpg AC Ferrari F1.jpg AC RedBull Ring.jpg

The update is here and so much to discuss! Do you like the v10 tyres? Enjoying the 'Red Pack'? What is your favorite new car? Discuss below!
 
1.7.1
- Reverted HideApps command key (CTRL+H)
- Fixed headlights auto-switch with foggy weather
- Levante brake disks, damage zones and seatbelts fixed
- F138 mirrors fixed
- Fixed ChatApp issue when TIME_TO_LOSE_FOCUS was defined
- Fixed a possible desync at multiplayer start
- Fixed potential divide by zero in ERS
- Tweaked skid sound pitch and volume for Maserati Levante
- Finetuned crossfade at high rpms for Ferrari SF15-T
- Shared Memory new members
- SPageFileStatic
- int hasDRS = 0;
- int hasERS = 0;
- int hasKERS = 0;
- float kersMaxJ = 0;
- int engineBrakeSettingsCount = 0;
- int ersPowerControllerCount = 0;​
- SPageFilePhysics
- float performanceMeter = 0;
- int engineBrake = 0;
- int ersRecoveryLevel = 0;
- int ersPowerLevel = 0;
- int ersHeatCharging = 0;
- int ersIsCharging = 0;
- float kersCurrentKJ = 0;
- int drsAvailable = 0;
- int drsEnabled = 0;
- float brakeTemp[4];​
- python new functions and members
- added new members to getCarState (see acsys.py)
- getCarEngineBrakeCount(carid)
- getCarPowerControllerCount(carid)​
- Updated server plugin example to reflect protocol changes in ACSP_LAP_COMPLETED
- Fixed autoclutch cars not starting if clutch pedal is pressed down
 
That's a fair Point and kudos to Codemasters, may they fare well.
But it does not explain why we can't race that only allowed F1 car per season with other opponents! And that's the thing that bothers me most, Kunos often appear not to tell the whole truth at all. Same move with Zandvoort, remember. This, and only this I complain about!
what was the move with zandvoort?
 
No, the real reason is far lame than you think. They don't want their car to appear to lose against other makers.
You can put your lame theories aside.
Marco Massarutto:
FOM doesn't allow to include more than one Formula One car from the same season in a not-F1 game (as seen in Gran Turismo 5). Otherwise, software companies could make a separate agreement with each single F1 team and create a F1 game without owning the F1 rights. Easy, clear, logical. And just to be more clear: I'm not complaining about it: I find it fair enough, for those companies that invest lot of money to create a proper F1 game. ;)

Therefore, the limitation performed by Assetto Corsa in this case is not due to any will of Ferrari. It would have been the same if, instead of SF15-T or F138 we wanted to reproduce a Mercedes or McLaren F1 car (or any other F1).

So, now you can spread the word to those who look for conspiracies even under their door mat, or believe that car manufacturers are the evil and it's their interest to prevent people to have fun. More important: if you don't know about licensing matters, please...

Apart the fact that my mood today is very bad because of the Nice facts and I would prefer to do something else, I find really surprising to see how some people actually have a patology that prevents them to enjoy the good instead to be focused on the bads. It's videogaming, it's conceived to entertain. If videogames don't entertain you but cause you frustration and sadness and bring you to claim as absolute truth something that's just pure fiction, do yourself a favour: stop to play and do something else. ENJOY LIFE, we live once, and sadly, not so much sometime.
 
On the subject of the SF15-T top speed not matching real life, it was explained before release that the real cars have software mapping for specific tracks to allocate ERS deployment, so the car will deploy most of the energy on Monza at the parabolica and down the main straight, but not say on the shorter straights, and it does this automatically. The game version doesn't have this software so just deploys in a generic fashion across the whole lap, so you won't have the same optimised straight line speed, or at least thats how I see it.

Otherwise the optimal shift point right now seems to be 10500-10700 rpm with a massive drop in boost pressure beyond that point, which I think might be off.

Man Grid2 really got the layout spot on!

Is the mod version a Grid 2 rip then? It's definitely different to the version in F1 2014-2016 and Gran Turismo 6. The mod is incredible though, but slightly faster than the laser scanned Kunos version, and on the old surface it should be slightly slower.

Even if it was a rip though, I'm sure he made a lot of changes to the mod considering the massive difference in feedback between his versions, people going from not particularly impressed to being blown away, it also has the 2016 kerbs just like the Kunos version.
 
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