Assetto Corsa v1.5 Released

Paul Jeffrey

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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!
 
I don't know about you guys, but vr is so much cheaper than spending £100,000 on a new house. Because that's how much money any of my friends would have to spend to have triples. Vr is a dream come true to anyone who was forced to use a single 22'' screen like me. problem is that once someone starts driving e.g. Iracing in vr then going back to low fov and 2d image 'might' be a problem.

2 years from now we will see cheaper designs than two competing headsets we have now, probably something that is more suited to seated/simulation experience than motion controls. Solutions like OpenVR should make it much easier for other, smaller firms, to enter the market, because hardware manufacturers wouldn't have to design software to go along with it. And even if that's not the case, finding a used vr set won't break a bank.

You kind of contradict yourself here. Why would VR implementation be so important now when it'll be at least 2-3 years before it's mass marketed to the point where the average person would consider it? At the moment it's as much of a niche in gaming as sim racing is, and while sim racing is one of the few areas that could take advantage of it, I'm not convinced that focusing on it now is worthwhile.
 
You kind of contradict yourself here . Why would VR implementation be so important now when it'll be at least 2-3 years before it's mass marketed to the point where the average person would consider it? At the moment it's as much of a niche in gaming as sim racing is, and while sim racing is one of the few areas that could take advantage of it, I'm not convinced that focusing on it now is worthwhile.
I didn't say it's important now. I said it's going to become important about two years from now(edit/clarification: which means i would expect basic support at the end of 2016, beginning or mid of 2017). Which is also why I don't agree with some insane people, who for the past two weeks demanded on simracing forums, that Kunos immidiately jump on the Oculus/Vive bandwagon.
 
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I didn't say it's important now. I said it's going to become important about two years from now. Which is also why I don't agree with some insane people, who for the past two weeks demanded on simracing forums, that Kunos immidiately jump on the Oculus/Vive bandwagon.
You forgot about console players... You do not increase the longevity supporting a device that 1% of the players will have. We need main features as better AI, better multiplayer... Plus, i don't think that the work needed to support triple screen is the same as the work to support vr. vr is so much complicated (same for wheels). I don't know if u noticed but u are the only one asking for the vr support before other features...
 
You forgot about console players...
We know literally nothing about consoleversion of the sim. We don't even know if it will be supported beyond couple of patches to fix bugs after the initial release. I didn't forget about them, console players are irrelevant to the state of PC version of the sim, which we are discussing here.
You do not increase the longevity supporting a device that 1% of the players will have.
That's a reasonable point, but complete lack of support for VR means that people who move to VR will leave AC behind and focus entirely on sims like iRacing. I honestly don't think it will be just 1% after two or three years. Also, I am talking from a perspective of a potential VR user, who would simply not be able to go back to AC; in the same way many current simracers can't go back to their old sims, which do not support triple screen. That's how you ensure longevity. By making sure that 3 years from now, people have a reason to go back.
Plus, i don't think that the work needed to support triple screen is the same as the work to support vr.
Given that modders were able to brutforce very basic VR support without access to source code I think it's not unreasonable to say that implementing VR probably doesn't require knowledge in quantum physics.
I don't know if u noticed but u are the only one asking for the vr support before other features...
You clearly don't read my posts, so let me reiterate my point:
"I personally would expect them to do something about VR at the end of this year or in 2017. That's more than enough [time] to implement most features community is asking for."
So yeah, I actually want to see many features implemented before VR support. Also, I would like to repeat myself, since you obviously ignored my earlier post. I do not believe the features community asked for are coming. Which is why I don't think asking for VR support is stupid. We may or may not get VR support at some point, but the features that you mention? Yeah, people have been asking for those more than a year now.
 
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I didn't say it's important now. I said it's going to become important about two years from now(edit/clarification: which means i would expect basic support at the end of 2016, beginning or mid of 2017). Which is also why I don't agree with some insane people, who for the past two weeks demanded on simracing forums, that Kunos immidiately jump on the Oculus/Vive bandwagon.

Then I agree with you on their support timeline, but disagree how important VR will be for the game as a whole. Primarily because we don't know how common it will become, and sim racing is already a niche market, so implementing VR won't create an influx of new racers to buy AC or similar games. Yes, the support should be there, but it's not going to be a primary selling point for the game in the future.
 
As long as Assetto Corsa 2 has VR intergrated from the get go I'll be happy, I cant see implementing in into the current platform would bring in much extra dosh to offset the cost of developing it, Surely most people who are going to buy the game on PC have already done so.

Personally I think VR is going to revolutionise media delivery and design right across the board, The future is upon us, and money is disposable.

If I can quote IGN
It’s tough to relate the experiences the Rift can give you with words and two-dimensional video and images, because this is unlike anything most people have ever seen. To give you an idea of how powerful it is to fully immerse yourself in a virtual world: it can not only make you forget where you really are, but fool your brain into thinking you’re moving (or falling) when you’re actually sitting still, creating a real sensation you can feel in your stomach. It’s hard to believe this technology exists – and that it works – but it does. It is, in a word, amazing.
 
We know literally nothing about consoleversion of the sim. We don't even know if it will be supported beyond couple of patches to fix bugs after the initial release. I didn't forget about them, console players are irrelevant to the state of PC version of the sim, which we are discussing here.

That's a reasonable point, but complete lack of support for VR means that people who move to VR will leave AC behind and focus entirely on sims like iRacing. I honestly don't think it will be just 1% after two or three years. Also, I am talking from a perspective of a potential VR user, who would simply not be able to go back to AC; in the same way many current simracers can't go back to their old sims, which do not support triple screen. That's how you ensure longevity. By making sure that 3 years from now, people have a reason to go back.

Given that modders were able to brutforce very basic VR support without access to source code I think it's not unreasonable to say that implementing VR probably doesn't require knowledge in quantum physics.

You clearly don't read my posts, so let me reiterate my point:
"I personally would expect them to do something about VR at the end of this year or in 2017. That's more than enough [time] to implement most features community is asking for."
So yeah, I actually want to see many features implemented before VR support. Also, I would like to repeat myself, since you obviously ignored my earlier post. I do not believe the features community asked for are coming. Which is why I don't think asking for VR support is stupid. We may or may not get VR support at some point, but the features that you mention? Yeah, people have been asking for those more than a year now.
Kunos is working very hard to make this game a better game, if not the best. If they decided to not develop some features for the moment probably is because they thought that that was a bad path. You should respect their work and what they are doing. You said you want vr support because MAYBE in 2-3 years more people will have it. So they should work on something based on your speculation, that u probably made without any data. Kunos didnt add the feature that maybe u asked, but they improved their game with every patch and they are still doing it. Speaking about iracing...i think is unfair to compare the work of those 2 teams. The budget is way different. Anyway, i'm reading your posts, stop accusing me. I lost once a detail and now u march on that.
 
It
As long as Assetto Corsa 2 has VR intergrated from the get go I'll be happy, I cant see implementing in into the current platform would bring in much extra dosh to offset the cost of developing it, Surely most people who are going to buy the game on PC have already done so.

Personally I think VR is going to revolutionise media delivery and design right across the board, The future is upon us, and money is disposable.

If I can quote IGN
Is amazing, sure. But the cost? Too much for the moment for most of the players.
 
It

Is amazing, sure. But the cost? Too much for the moment for most of the players.

Demand is outstripping supply so the current price is proven to be meeting the market.

If they were cheaper they couldn't sell anymore units as they simply dont have them, and there is no reason to reduce the price at this stage.

That said, in the grand scheme of things its pocket change, There are millions of people that could drop a few hundred dollars without a seconds thought., Hell it costs me $200 to take the wife out for dinner....
 
Demand is outstripping supply so the current price is proven to be meeting the market.

If they were cheaper they couldn't sell anymore units as they simply dont have them, and there is no reason to reduce the price at this stage.

That said, in the grand scheme of things its pocket change, There are millions of people that could drop a few hundred dollars without a seconds thought., Hell it costs me $200 to take the wife out for dinner....
"Demand is outstripping supply" just means they they sold more than they expected, which may not be enough to justify the vr support for assetto corsa. I'd like to have a vr at the moment, but assetto corsa needs other features before. I don't actually see why we keep discussing since we are not the one who decide. If i were kunos, i'd work on the vr support the moment that i see many people having it, not before based on a speculation. To support the vr is probably needed much work, otherwise they would have done that already. As i stated before, sadly this game has no longevity without patches. They first need to reach that level, then they can work on secondary features as that (the vr is amazing, but lets be honest, but is not a primary feature, at least not now that the future of the vr is just a speculation).
 
Then I agree with you on their support timeline, but disagree how important VR will be for the game as a whole. Primarily because we don't know how common it will become, and sim racing is already a niche market, so implementing VR won't create an influx of new racers to buy AC or similar games. Yes, the support should be there, but it's not going to be a primary selling point for the game in the future.
Which is why I talk about longevity of the sim not the influx of new racers. It's about retaining the people you already have on the servers. People who move onto vr will leave AC behind. A year from now, people who raced with dk2 may end up leaving the sim if it doesn't offer the functionality they want. It's not like adding VR or new features is going to sell more copies, simraces that want to use AC have already bought it. If I want to do an endurance race with a changing weather, no matter what kunos does, they're probably not going to come even close to rf2 level of features. Same thing with VR, I imagine that 50% people who wanted to race in VR already did so with the development kits. adding official support is not going to sell additional 65k copies of the sim, but it will give a reason for people with VR to go back to the sim instead of abandoning it.
 
Which is why I talk about longevity of the sim not the influx of new racers. It's about retaining the people you already have on the servers. People who move onto vr will leave AC behind. A year from now, people who raced with dk2 may end up leaving the sim if it doesn't offer the functionality they want. It's not like adding VR or new features is going to sell more copies, simraces that want to use AC have already bought it. If I want to do an endurance race with a changing weather, no matter what kunos does, they're probably not going to come even close to rf2 level of features. Same thing with VR, I imagine that 50% people who wanted to race in VR already did so with the development kits. adding official support is not going to sell additional 65k copies of the sim, but it will give a reason for people with VR to go back to the sim instead of abandoning it.
Again, u forget about console players. They will probably receive the same amount of updates we receive. If anyone leave AC, that doesn't mean that they won't come back later. The moment that the VR support is really needed, they will add that and people will come back. For the moment on AC is complicated to race vs AI or MP, we need other things such pit stops vs AI...VR support is useless if the game is dead.

P.s. As i said before, mine is just an opinion. I can't, as well as many of us, know how the VR will change the situation.
 
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...People who move onto vr will leave AC behind. A year from now, people who raced with dk2 may end up leaving the sim if it doesn't offer the functionality they want...

Where will all these people go? PCars1 (basically done with), iRacing (too expensive)? I don't think so. VR is certainly important for the future but they would be better advised to include it from day 1 in AC2 rather than spend a lot of time adding it to AC when it surely can only have 2 years more life before AC2 comes along. This first generation of VR hardware will be obsolete by the end of next year (at the latest) so anything they do now would probably have a super short life anyway.
 
Where will all these people go? PCars1 (basically done with), iRacing (too expensive)? I don't think so. VR is certainly important for the future but they would be better advised to include it from day 1 in AC2 rather than spend a lot of time adding it to AC when it surely can only have 2 years more life before AC2 comes along. This first generation of VR hardware will be obsolete by the end of next year (at the latest) so anything they do now would probably have a super short life anyway.
Project Cars 2.
 
:confused:

Are you Fezzik from the Princess Bride, having realized the Man in Black's words to 'dream of large women'?

Nope. Baby sitter costs $20 an hour (factor in 2 1/2 hours, Bottle of wine about $40, That's pretty much $100 cold hard before we even order food. Entrée about $18 each, Mains around $40, desert or cheese platter anywhere from $12 each to $30 combined.

so, Approx $240 for under three hours. And it all ends up getting flushed.....
 
Finally had the time to test the new update...
Well if I can call this a "test"...
Basically my game became unplayable cos it's 200% slower...
I don't get it...
I checked my graphic settings, everything seems ok...
I tried disabling stuff like anti-aliasing and reflections...
Nothing worked.
I tried using Kunos stuff only, not custom filters, etc.
Same result.
Any idea?
Did they change something major in the engine that makes it unplayable on older computers?

My PC : 4GB ram, ATI Radeon 5770 Crossfire, QuadCore Phenom II 955...
Yes I know it seems old, but I could run AC with 60fps before the update...
(I'm talking Nordschleife on max settings and with any car with HD skins...)
I don't know what to do.:(
 
Finally had the time to test the new update...
Well if I can call this a "test"...
Basically my game became unplayable cos it's 200% slower...
I don't get it...
I checked my graphic settings, everything seems ok...
I tried disabling stuff like anti-aliasing and reflections...
Nothing worked.
I tried using Kunos stuff only, not custom filters, etc.
Same result.
Any idea?
Did they change something major in the engine that makes it unplayable on older computers?

My PC : 4GB ram, ATI Radeon 5770 Crossfire, QuadCore Phenom II 955...
Yes I know it seems old, but I could run AC with 60fps before the update...
(I'm talking Nordschleife on max settings and with any car with HD skins...)
I don't know what to do.:(
Lowest graphics = fps.
 

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