Assetto Corsa v1.5 Released

Paul Jeffrey

Premium
Assetto Corsa V1.5 Pitstops.jpg

Kunos Simulazioni have just made available the much anticipated version 1.5 of Assetto Corsa for Windows PC.


The new update is available to download now via the Steam network and contains a number of impressive improvements to both the visual and technical side of the title.

WATCH LIVE: First gameplay live on Twitch TV.

Version 1.5 brings some interesting and highly requested new features to the title, not least of which is the new pitstop functionalities allowing fuel and tyre changes as well as damage repair in both single and multiplayer environments. This is big news for racing fans and will no doubt add another layer of immersion to the racing title.

On the physics side of things all cars in game have now been upgraded to bring all vehicles in line and using the latest tyre model introduced recently allowing "more realistic load sensitivity, a variable grip curve after peak, closer performance level between compounds, a brand-new surface and core heating model as well as more realistic heating operation range."

Released alongside this new update is the second free bonus pack to be released for the sim which brings Black Cat County, a new fictional road course as well as 3 new cars in the form of the Corvette C7 Stingray, Ford Mustang and Fiat Abarth 595.

Full Changelog for Assetto Corsa v1.5:
  • New Abarth 595esseesse and S1, S2 upgrades
  • New Ford Mustang GT 2015
  • New Corvette C7 Stingray
  • New Black Cat County track
  • Nurburgring gp circuit updated
  • Nurburgring gp circuit now with 4 layouts
  • Silverstone circuit updated
  • Monza circuit updated
  • Spa circuit updated
  • Nurburgring Nordschleife circuit updated
  • Nurburgring Nordschleife endurance cup layout added
  • Mugello circuit updated
  • Magione circuit updated
  • Imola circuit updated
  • Drift circuit updated
  • Vallelunga circuit updated
  • Vallelunga classic layout added
  • Vallelunga circuit (all layouts) now has 24 car slots
  • Activated time progression in Multiplayer
  • All cars updated to Tyre Model 7
  • Pitstop are now available in single player races
  • Damage is now visible in Multiplayer mode for remote cars
  • Launcher: steam overlay support disabled due to stability issues
  • Launcher: re-instated multi-process mode for CEF due to stability issues
  • Launcher: changes to memory usage policy, more aggressive memory releasing thresholds
  • Fixed Lamborghini Miura gearbox damage
  • Updated drivetrain upshift and downshift timings for all cars
  • F6 inside cameras use internal sounds
  • Free camera now honours distance multiplier for sound attenuation
  • Of all Drivable cameras only Cockpit uses internal sounds
  • Transmission sound can have its own volume (by default it shares engine volume, otherwise it uses the TRANSMISSION value set in audio.ini)
  • Gearshift sound shares engine volume
  • Backfire sound shares engine volume
  • Fixed car sound when bottoming out
  • Realtime app shows lapped guys (blue) and lapping guys (green)
  • Fixed FuelLapEvaluation function
  • Fixed fuel consumption on turbo engines
  • Fixed inconsistency on UI tech specs
  • Modding : added FormCamera functionality to associate internal/external soundset
  • Modding : added console commands "observeLights" and "observeFlames" (work as observeDigital); EDIT_MODE is deprecated
  • Modding : added Digital Instrument KERS_CHARGE (percentage)
  • Modding : added Digital Instrument TOTAL_LAPS (if session is not race then "---")
  • Modding : added Digital Instrument CURRENT_LAP
  • Modding : added Digital Instrument EST_LAPS (if est is less than 0 then "--.-")
  • Modding : added Digital Instrument AMBIENT_TEMP
  • Modding : added Digital Instrument FUEL_CONS (UNITS: MPG_UK, MPG_US, L100 or "Kms per Liter" if missing)
  • Modding : added Digital Instrument PLACE_HOLDER to avoid fixed digits on texture (use TEXT)
  • Modding : added ON_BOARD_LOOKBACK_OFFSET in car.ini
  • All tyres now use V7 with brand new heating values (beta: except Exos F1 tyres yet)
  • All tyres now use V7 with brand new falloff level and speed (beta: except Exos F1 tyres yet)
  • Changed all tyres flex and pressure relation.
  • Changed all tyres footprint and pressure relation
  • Modified global aero efficiency with yaw angle. Works on all cars
  • Added new aero.ini version=3 with new YAW_CL_GAIN values that can stall wings depending on yaw angle
  • Yaw angle stalling wings and diffusers for GT2/GT3 cars and Mercedes C9 and Lotus 98T
  • All GT2/GT3 cars now have minimum height 55mm
  • 200,400,500,1000,2000 meters drag circuits now available
  • Modding : ksPreviewBuilder added to sdk/dev folder
  • Python Interface:
    • initFont(fontfamily, italic, bold)
    • setCustomFont(fontfamily, italic, bold)
    • getCameraMode()
    • setCameraMode(acsys.CM)
    • getCameraCarCount(carId)
    • setCameraCar(F6 camera index, carId)
    • focusCar(carId)
    • getFocusedCar()
    • getServerName()
    • getServerIP()
    • getServerHttpPort()
    • getServerSlotsCount()
    • isCarInPitline(carId)
    • isCarInPit(carId)
    • isConnected(carId)
    • getCarBallast(carId)
    • getCarState(carId)
    • eKersCharge
    • eKersInput
  • totally revamped backfire system (will not break mods)
  • added new F1 "dash camera" and "Chase camera #2"
  • CameraManager : fixed issue globalCameraIndex
  • Fixed Camera selection on Replay Interface
  • Fixed CameraApp to reflect Dash and Chase changes
  • Fixed Camera system messages
  • Fixed Random camera wrong cameras + message
  • added CameraOnBoard offset to avoid car parts on view
  • added new driver model with lod
  • added Fuel Lut to solve issues with several cars gauges
  • SharedMemory : added new members
  • SPageFilePhysics
    • float turboBoost = 0;
    • float ballast = 0;
    • float airDensity = 0;
  • SPageFileGraphic
    • int isInPitLine = 0;
    • float surfaceGrip = 0;
  • SPageFileStatic
    • float maxTurboBoost = 0;
    • float airTemp = 0;
    • float roadTemp = 0;
    • bool penaltiesEnabled = false;
    • float aidFuelRate = 0;
    • float aidTireRate = 0;
    • float aidMechanicalDamage = 0;
    • bool aidAllowTyreBlankets = false;
    • float aidStability = 0;
    • bool aidAutoClutch = false;
    • bool aidAutoBlip = false;
  • fixed several cars still featuring dashboard "floating" digits
  • fixed car scraping volume
  • added first implementation of Force Feedback Post Processing (docs in cfg/ff_post_process.ini)
  • improved camber calculations
  • improved tyre heating on low friction surfaces (grass,sand etc)
  • added new "Tyres" app
  • Server lap counters and lap times are now 16 bit unsigned ints allowing super long sessions/races
  • Ford GT40 fuel tank position fixed
  • revamp of all digital displays and script
  • revamp of analogue gauges
  • Lamborghini Huracan GT3 3D model tweaks
  • Lotus Exige S model tweaks
  • Various LOD fixes across the entire vehicle content
  • BMW M3 GT2 3D model tweaks
  • Roof on the LaFerrari is now customizeable
  • Emissive values tweaked on some cars to improve visibility with PP off
  • Various skin issues fixed
  • PP preset improvements
  • Improved AI behavior in traffic
Don't forget to check out our RaceDepartment Assetto Corsa forum for all latest news and discussion.

Our Racing Club offers daily quality racing across a selection of cars and tracks within the sim.

Have you tried the new update yet? How do you find the new cars? Enjoying v1.5? Let us know in the comments section below!
 
Regardless of the poll seriousness, you can have influence over the features as long as you know how to ask. I have proposed two features (fairly simple but important) and both were implemented.
 
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ok, i will try it... oh wait, i'm banned...:laugh: shiat, now where i know how it works, i'm N/A anymore.

ok, seriously, maybe it works or not. probably depends more on how important it is for the overall game-idology they have. You can often read it, that they don't wast time with stuff which is only interesting for a little 0.0001% of the users.
 
Stefano gives a list of features that will likely end up being implemented into AC someday, and directly asks the community to vote for which one they want most so that he can prioritize and schedule their implementation. You have to be one hell of a hater to even begin to try to spin that type of community involvement into a negative.

I guess it's much better to get community involvement accusing people of having mental problems after giving feedback of one of the points involved in the poll.
 
The update is great but the AI is still dumb as sh!t. Found that some AI cars retire for no apparent reason and had one instance where some R8LMS Ultras were going down a straight at snails pace not overtaking but just crawling in line. The more "clever" ones do put up a fair fight though...
True. I changed the racing line in Spa circuit by creating a new ai_fastlane and some cars get it and overtake quite fast, others are just cruising behind the slow cars like they don't care, for almost the whole lap, some others give up. Serious issue for endurance racing, should be addressed to ASAP. I am investigating myself if I can edit this somehow via car data, track data or whatever helps.
 
Maybe I did not get your point, but stating that there is a problem deep in the physic engine when driving to the limit giving for proof some stupid moves with the wheel to lose all the grip instantly, using your tomato's analogy, it's more like saying the tomato is bitter without tasting it :)

More seriously: the new parameters they added just affect what happens beyond the slip peak, what is missing is the feeling when you approach that peak, this is my point , on other sims i have played it's always present somehow, the more get close to the limit the trickier things become :)

Best patch ever.
81DEBFC3BDD62971D9EE637FE5CDB77D188BCC67
Ths picture says a lot about the "new direction" :roflmao:
 
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More seriously: the new parameters they added just affect what happens beyond the slip peak, what is missing is the feeling when you approach that peak, this is my point , on other sims i have played it's always present somehow, the more get close to the limit the trickier things become :)

A force vs slip curve is what it is...you give plenty of subjective feeling impressions but the thing is there is no magic in there, the curve is a very boring one before the peak, just like real life. How exactly a tire should react before it hits peak slip? What makes it tricky?
 
A force vs slip curve is what it is...you give plenty of subjective feeling impressions but the thing is there is no magic in there, the curve is a very boring one before the peak, just like real life. How exactly a tire should react before it hits peak slip? What makes it tricky?

Not plenty actually, i've been saying the same thing in different posts: "before the limit the grip feeling is flat and dead, and then suddenly you lose it abruptly", it's lacking progression.

Anyway, no one knows how AC plots slip curves, you can get something from telemtry but it's not ideal.
 
"before the limit the grip feeling is flat and dead, and then suddenly you lose it abruptly", it's lacking progression.
This feeling for me fits perfectly with iRacing (but to be honest I don't know how perform the current build), while I can feel the grip progression up to the limit much more in AC and rF2.
BTW, it's eventually a matter of subjectivity.
 
about those micro-stuttering : i have them too on my 980ti, but have them since a few builds (even with my old GTX 670). The Nordschleife-TVCams also have some shakeiness. Not to mention that bugged MotionBlur in some views which is in there for quite some time.

So, Kunos, if you are done with your PR-Stunt and finished with database-editing the poll, it's time for some serious work :sneaky:
 

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