Assetto Corsa V1.9 & Porsche Vol.1 DLC Deployed

Paul Jeffrey

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Assetto Corsa Porsche Vol. 1 DLC e.jpg

Assetto Corsa has received a substantial updated today, bringing the simulation to version 1.9 and adding the new Porsche Panamera G2 Turbo as a free car, alongside the Porsche Volume One DLC package, the first of three such DLC's due to be added to the game before the end of the year.


Today's update is more than just simply adding the first Porsche DLC however, as can be seen by the sizable changelog listed below. Version 1.9 contains considerable updates to the audio environment in Assetto Corsa, with several lines of the changelog dedicated to improvements and optimizations regarding the usage of FMOD sounds within the sim. Luca Sodano, Kunos Sound Designer and one of the men responsible for the audio improvements in the new update, released this teaser video a few days ago to give players an idea of what is in store for them in the new update, and the improvements are considerable. Due to the sound update potentially breaking some third party mods, Kunos released the FMOD development kit last week, so keep an eye out in our downloads section for updates to current mods when they become available.

Assetto Corsa Porsche Vol. 1 DLC a.jpg

Other items contained within the change log that may prove interesting to online drivers is the Anti-Wrecker protection line, confirmed by Kunos to mean "it's a simple (optional, settable by the server) system that punishes users with a high ratio of collision/km during a race with a sequence of penalties up to server ban. It's designed to fight against obvious wreckers in public servers." It is very pleasing to see Kunos have acknowledged the issue around deliberate wreckers in public server environments, and it will be interesting to see how this first pass at automated policing of the issue fairs in a real server environment.

Assetto Corsa Porsche DLC 4.jpg


Other notable items from today's update include the update to GT3 cars, as now all vehicles in that classification benefit from the latest version 10 tyre technology and the PC debut of the official "Sparco" license in game, shown by the use of Sparco gloves when wheel and hands are enabled in game.

Version 1.9 Change Log:
  • New Porsche 991 Carrera S (Porsche Pack #1 DLC)
  • New Porsche 918 Spyder (Porsche Pack #1 DLC)
  • New Porsche 718 Cayman S (Porsche Pack #1 DLC)
  • New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
  • New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
  • New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
  • New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
  • New Porsche Panamera G2 Turbo
  • Added session time/laps on the top of the screen (laps are the leader ones)
  • Now race is over when the car complete its lap and the leader has finished his last one
  • Added dynamic ARB
  • Fixed possible collision still active on race restart
  • Added ERS recharge digital display
  • Improved precision on all digital leds
  • GT3 cars use tire model v10.
  • Fixed TC sound distortion when triggered for the first time
  • New camber grip variation formula (Thank You Nao!)
  • Simplified DirectX 11 initialization
  • Added official "Sparco" license to Assetto Corsa
  • Added Ballast system through Ballast App (single player only)
  • Added new F9 vertical layouts
  • Added new driver + crew texture system
  • Added new personal driver texture
  • Fixed virtual mirrors rendered when not necessary
  • Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
  • Improved FFB App UI, so label is readable by VR users
  • Added multiplayer splits
  • Added Time Table leaderboard mode: this includes realtime splits and delta
  • Added Fmod optimizations
  • Added Anti-Wrecker protection
  • Fixed AI "flapping" DRS in traffic
  • Improved autoshifter
  • Improved laptimes board by adding splits and tyre compound
  • Fixed backfire animation freezing after session change
  • Fixed leaderboard history in multiplayer
  • Added voting spam protection
  • horizon locked view removed from Bumper camera
  • Delta App reviewed
  • Fixed possible flickering in case of engine stall
  • Added backfire animation to Zonda R
  • python new functions and members
  • getCarTyreCompound(carid)
  • Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation
  • Fmod updated to 1.08.12
  • Updated SDK for modders
  • Removed reverb snapshot in the Fmod project
  • General audio engine code cleaning and bug fixing
  • Vastly improved Fmod resource usage
  • Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
  • Fixed listener priority for cars in pits. They don't steal the priority anymore
  • Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
  • Overall volume balance
  • 7.1 surround should now work as expected (on all platforms
  • Fixed audio initialization pop when the session starts
  • Stereo imaging now works as expected
  • Fixed ambience sound affected by reverb zone
  • Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
  • Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
  • Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
  • Reworked surfaces audio curves
  • Reworked skids logic
  • Fixed skids positional soun
  • New exterior skids sound
  • Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
  • Reworked code management for traction control and limiter events
  • Tweaked wind and limiter sound emitter position in dashboard camera
  • Audio compressor on engine_ext event now works as expected when many cars are involved
  • Surfaces, crashes and skids are now properly audible in chase and track cameras
  • Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
  • Fixed load/coast smooth for AIs and multiplayer
  • Fixed transmission smooth and pitch for multiplayer opponents
  • Engine volume setting is now related to the player/focused car
  • When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
  • Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
  • Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
  • New dirt sound effects
  • New brake squeal for some "old" cars
  • Added audio fade when track camera changes
  • Added [VERSION] section in audio.ini
  • Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GU
  • Slightly modified gear grind sound
  • Fixed wrong listener position for track and car cameras in some situations
  • added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
  • added templates for Porche Vol. 1 cars
  • fixed excessive brake light brightness on Ford Mustang
  • minor graphics fixes on Triple Pack cars
  • [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
  • [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]

Assetto Corsa Porsche DLC.jpg

The Porsche Volume One DLC package contains seven new Porsche vehicles and retails for £5.99 via the Steam Store. All three Porsche DLC packages can be bundled together as part of the Porsche DLC Season Pass, offering a 28% saving over purchasing the three packs as seperate transactions.

Porsche Volume One DLC Contents
  • 911 Carrera S,
  • 935 Moby Dick
  • 918 Spyder
  • Cayman GT4 Clubsport
  • 718 Cayman S
  • 917/30
  • 911 Carrera RSR 3.0 1974
Assetto Corsa Porsche DLC 2.jpg


Assetto Corsa is available for Xbox One, PlayStation 4 and Windows PC now. Porsche Volume One DLC is available for PC with console to follow.

For more details on the upcoming Porsche DLC packs, check out our articles covering Volume Two and Volume Three.

The Assetto Corsa sub forum here at RaceDepartment is the place to go for the latest news and discussion regarding the simulation. We hold regular club and league racing events on our servers, open to premium members and suitable for all experience levels. Our downloads section hosts a number of mods for the game, and of course we have our Modding Discussion forum, a place where modders can discuss their W.I.P. projects and share modding advice. Head over to the Assetto Corsa sub forum and take a look!

Assetto Corsa Porsche Vol. 1 DLC b.jpg Assetto Corsa Porsche Vol. 1 DLC c.jpg Assetto Corsa Porsche Vol. 1 DLC d.jpg Assetto Corsa Porsche Vol. 1 DLC f.jpg

Have you tried out the new Assetto Corsa update? What do you think of the changes? Have you got the new Porsche pack? What are your first impressions? Let us know in the comments section below!
 
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Please do not tell us that your statement is based on this video.
And, by the way, the 917/30 in AC is not hard to turn, once you learn how.

Well, considering a lot of AC players seem to have indicated that the car under-steers and this video seems to indicate that the car over-steers when a non-Mark Donahue drives the car (which describes every person that plays AC) then - yes, that is my opinion based on this video of the 917/30 on track.

Wait... my bad, you must be one of those "I am a better driver than Mark Donahue because I can lap quickly in a 917/30 in a video game" types - so it stands to reason that anything KS sells must be 100% perfect and correctly reflect real life with no room for improvement at all - ever.

And of course, this is why only YOUR opinion counts.
 
Well, considering a lot of AC players seem to have indicated that the car under-steers and this video seems to indicate that the car over-steers when a non-Mark Donahue drives the car (which describes every person that plays AC) then - yes, that is my opinion based on this video of the 917/30 on track.

Well, it understeers into corners because of the spool axle, and tends to oversteer on corner exits because of the turbo kick on the spool. It has nothing to do with Mark Donohue.
 
Well, considering a lot of AC players seem to have indicated that the car under-steers and this video seems to indicate that the car over-steers when a non-Mark Donahue drives the car (which describes every person that plays AC) then - yes, that is my opinion based on this video of the 917/30 on track.

Wait... my bad, you must be one of those "I am a better driver than Mark Donahue because I can lap quickly in a 917/30 in a video game" types - so it stands to reason that anything KS sells must be 100% perfect and correctly reflect real life with no room for improvement at all - ever.

And of course, this is why only YOUR opinion counts.


You have to adjust setup.

Springs/arbs/camber and toe.

Try it out it will do wonders.


For guy that seems to AC physics expert you can't seem to figure out few setup changes to make the car drive how you want it.
 
Well, considering a lot of AC players seem to have indicated that the car under-steers and this video seems to indicate that the car over-steers when a non-Mark Donahue drives the car (which describes every person that plays AC) then - yes, that is my opinion based on this video of the 917/30 on track.

Wait... my bad, you must be one of those "I am a better driver than Mark Donahue because I can lap quickly in a 917/30 in a video game" types - so it stands to reason that anything KS sells must be 100% perfect and correctly reflect real life with no room for improvement at all - ever.

And of course, this is why only YOUR opinion counts.
I never said I'm better than Donahue so I don't understand why you put the Donahue vs me debate in the discussion and I don't understand why you are attacking me.
 
you = trolling nonsense
No - I specifically showed a video of a non-Can Am champion driving a championship Can Am car and the car being more controllable than the in game version.

My post was the epitome of a non-troll fact based post. You just chose to not observe this with regard to my post.

I never said I'm better than Donahue so I don't understand why you put the Donahue vs me debate in the discussion and I don't understand why you are attacking me.

Uhm - I didn't attack you, I simply made a post on a forum - but seriously, you cant see how YOU fired the first volley with the "Please do not tell us that your statement is based on this video." statement?

I guess you should be allowed to simply make direct statements to me that I am then NOT allowed to respond to?

Ok - I got it.

You have to adjust setup.

Springs/arbs/camber and toe.

Try it out it will do wonders.
Sounds like Kunos released a car with an undriveable setup and that it is only after spending countless hours fussing with springs/arbs/cambers/toe that the car will be even remotely driveable?

Is this yet more nonsense from the "if it isn't impossible to drive it can't be realistic" school of thought?

I have driven many real life cars on track and even the supposed "they will kill you" cars such as 930 Turbo and Caterham Superlight where quite driveable without spending hours setting them up. These cars would have been faster in professional hands with perfect setup, but are not undriveable in a standard form.

Having said that I am NOT saying the 917/30 is undriveable, I just think (my opinion) the under steering nature of the chassis is over represented.
 
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Having said that I am NOT saying the 917/30 is undriveable, I just think (my opinion) the under steering nature of the chassis is over represented.

AC may have many issues from serious simulation point of view, but driveability of 917/30 is not one of them. People who expect every race car to behave like modern GT3s will have problems, for sure. Having said that, default setups in AC, and in most sims suck, and I keep wondering why.
 
Having said that, default setups in AC, and in most sims suck, and I keep wondering why.
The why is simple, Kunos tries to represent the standard state of the car, and most likely they receive that information from the manufacturer or from their research. The rest of the setup is there to provide settings the way the real car can be changed.
 
The why is simple, Kunos tries to represent the standard state of the car, and most likely they receive that information from the manufacturer or from their research. The rest of the setup is there to provide settings the way the real car can be changed.
Except this is not true at all.

Porsche, GM, Ford, Lotus, Dodge and even Ferrari all ship their sport orientated cars with well behaving setups.

There would be no point at all for manufacturers to ship poorly or dangerously handling cars to customers.

Standard setup does not equal poorly setup.
 
No - I specifically showed a video of a non-Can Am champion driving a championship Can Am car and the car being more controllable than the in game version.

My post was the epitome of a non-troll fact based post. You just chose to not observe this with regard to my post.

I'm familiar with the video as I'm a bit of a 917/30 fan. If I posted a video of a horse and called it a pig, would I be right?
 
The 917/30 is easy to drive when you just back it up a bit, stop overshooting corners like a noob.
This, and to be fair that's what you see in the video, slow cornering, sliding on exit when he puts the power down.
Indeed.
That video was about an historic revival in 1998 showing nothing more than some poweslides on corner exit, in any case easily reproducible with AC 917/30 even on default setup.
In my opinion, considering its technical specifications, the car behaves as I would expected for a bare bones car from early 70s and it's mainly a matter of driving than of tweaking the default setup.
Also about the default setup: considering the well known attention of Porsche's engineers to details, let me doubt that they hardly would allow in their official simulators a wrong representation their most iconic car.
 
I don't think anyone else has mentioned this: I'm getting around 20% more FPS since 1.9.

Holy mackerel! It's like xmas and birthday all at once!

I'm surprised no one else has mentioned this too. Is it just some karmic justice for me as I made a modest donation to Wikipedia recently? If so, I got a good deal. :)
 
I've noticed the /30 with default setup understeers badly only when coasting into the corner with too much speed. Running in slower, and feeding some throttle through the apex, it seems to be cornering like any vintage car in the sim, which is a bit surprising to me, as I expected the spool-axled car to be more bitchy to drive. Anyway, I don't really see anything extraordinary in this vid, which couldn't be done with AC car in default trim.

Wouldn't mind watching some real onboard recordings around Laguna though!
 

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