Assetto Corsa Competizione | Update 1.9 and 2023 GT World Challenge DLC Out Now

Lamborghini Huracan GT3 Evo 2 joins Assetto Corsa Competizione in Update.png
After months of hype, the wait is finally over. Assetto Corsa Competizione is now at version 1.9 and with it comes the 2023 GT World Challenge Pack. Here's all you need to know.

Image Credit: Kunos Simulazioni

Ever since the previous update that gave fans the American Tracks Pack, Assetto Corsa Competizione developers Kunos have been rather quiet. But the wait is finally over as the official game for all things SRO Motorsports Group received its latest update today.

Revolutionising the game's physics, force feedback and tyre model, the update addresses numerous community concerns from previous versions. The game update is joined by a major content drop bringing the game up to date for the 2023 GT World Challenge season. With so much going on, it's worth diving into everything new in the game. Here's all you need to know.

Transformed driving physics​

Earlier in the week, fans got to learn about all the work that has gone into making version 1.9 the "biggest ACC update ever." With major changes to suspension geometry and more flexibility to the tyre model, the game should drive very differently to older versions.


In fact, the tyre model will no longer feature pinhead accuracy when it comes to tyre temperatures and pressure. Instead, drivers will have to make a trade off on tyre pressures between grip and longevity. Whereas the previous tyres had to run at 27.5 psi for optimum grip, the new model will offer a larger window between 26 psi and 27 psi.

As for suspension changes, Kunos developer Aristotelis Vasilakos detailed the bump stop modifications in version 1.9 on-stream. Gone is the near-infinite bump stop compression which resulted in unrealistic bouncing, cars should now ride kerbs and bumps better.

2023 GT World Challenge Pack​

The 2023 GT World Challenge Pack brings Assetto Corsa Competizione up to spec for this year's running in SRO Motorsport Group championships. Mostly focusing on the European calendar, the pack includes one track and three cars.

Valencia joins ACC in next update.png


Adding another venue to the slim track list, Circuit Ricardo Tormo is located near Valencia, Spain. Following a successful first visit in 2022, GT World Challenge Europe will return to the circuit later on in the year. When that event takes place in the real world, fans will already be acquainted with the circuit thanks to it joining ACC.

Elsewhere, 2023 is a big year for GT3 racing. Not one, not two, but three new models hit racing tracks around the world this year and Kunos has managed to reflect the additions in its game. The Ferrari 296 GT3 and Porsche 992-generation 911 GT3 R are brand new models making their first steps in the category this year. The Lamborghini Huracan GT3 Evo 2 is a refined version of the Huracan already present in GT3 races around the world.

All three of these racing cars are included in the 2023 GT World Challenge Pack, available now on Steam for €12.99. The physics updates come for free. A simple download that most ACC players are anxiously waiting for as I write this will provide you with all the physics, BOP and updates.


This latest update certainly changes Assetto Corsa Competizione for the better. But is it enough to give a new lease of life to the game? Our friends at Overtake have put together a video review on the content and new game version. Here's what Champion Joe thinks.

What are you most excited to try out in this new version of ACC?
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

Would love to buy it..... but I still can't make a custom grid and field of skins/AI drivers to my liking. If that gets patched in, then my Steam wishlist will go straight in the basket.
At least the car you are driving is not being driven by ai. Sth i still have to figure out in rf2...
 
Of course the updated physics are awesome and another step closer to RL. Sure it will take some adjustment to our driving style to maximize. Thank you KS for the love you've always put into this amazing game, for 3 new cars and an awesome new track. But the "biggest update ever" with zero graphical updates to the base game? We still have a laughable PS2-era rearview mirror. Still have rain rooster tails that look like a series of wet farts. Still have wheels that rotate completely out of sync with car movement at slower speeds. Still have horrific shadows. Still have those annoying guys waving random colored flags. Is this really the best the KS VFX team can do? :cautious: And don't @ me with iT's nOt pRioRiTy :p It was priority enough to put these bad visual effects into the game in the first place, I wouldn't exactly call fixing them 4 years later making it a priority. Not like I'm NOT going to keep playing ACC for way too many hours every night, just a tad disappointed at the hype generated for this update...
Being optimistic: it might have been priority to release the physics update first (esports reasons?) and other stuff is still in the pipeline.

Could also be ACC is now low priority and they spend the resources for another game. Looking at a huge 1.8 changelog and now a very short 1.9.
 
Do we have any info about those extra 800 mb hotfix/patch? For me the main update was 1.7/1.8 gb I cant remember exactly
Haven't fired up acc since the main update which I didn't like (t300 user here strange ffb for me also after the update)
 
Do we have any info about those extra 800 mb hotfix/patch? For me the main update was 1.7/1.8 gb I cant remember exactly
Haven't fired up acc since the main update which I didn't like (t300 user here strange ffb for me also after the update)
Feel weird on my TGT- II as well.
 
Curious about your experience with the AI. I didn't see any updates for the AI in the release notes so I'm assuming there were none, which is disappointing personally. Did you notice any differences in how they behave compared to 1.8?
I was only pointing out how one can put 45 AI on the track (while other tracks onyl allow for 22 or so). Don't think anything has been changed concerning AI behaviour, sorry if my wording caused confusion. I was fiddling with the wheel setup so didn't really check for any AI stuff.
 
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Being optimistic: it might have been priority to release the physics update first (esports reasons?) and other stuff is still in the pipeline.

Could also be ACC is now low priority and they spend the resources for another game. Looking at a huge 1.8 changelog and now a very short 1.9.
Hoping this is the case, and makes sense to release physics update before anything else with most of the visuals team busy on AC2. We know there's still the GT2 content on the way, would be great if it comes with another update :D
 
I'm certainly no expert with ACC, barely enough hours to start the dang engine. But with the new physics, swapping between the Evo Lambo(not the newest one) & the NSX felt night and day. The Lambo gripped throughout the corner, the NSX wanted to slide more, not hanging the tail out, just the tires didn't feel as grippy as with the Lambo. Using the Aggresive setup for each one and working the temps up to 26+ before pushing. Lambo was about 1 second faster, not that my times EVER are 'faster'.
 
I drove Oulton Park all day yesterday just to see if the update would affect my best time and if the feel would be different.

Best time got worse by 3 seconds.
Tires felt completely different. The grip, to me, felt more like Rf2. I wasn't a fan of ACC's grip, but I adjusted to the way it handled.
It will be interesting to see as I continue to drive it, what my times become. I did not adjust pressures to the new 26-27 psi as I wanted to have a like to like comparison. I will make the changes and test again.
Same! My test/home track is Silverstone. When I first jumped in I was 4 seconds off. After a couple hours I'm down +1.5, but it seems slow going from here. Wondering how long it will take to adjust.
 
I don't play this title often but
I'm using a Thrustmaster TX with coach Dave academy settings and Havner soft lock plugin for simhub.

Edit: also make sure your Thrustmaster firmware and drivers are upto date.


I use 100% ffb and 20% damper in TM profile..... setting I use in iracing.
And 5-10% less gain ingame

Personally, it feels much better than before.
I can feel the cold tire phase, grip building, over heating, lateral grip, load, slip, lose of grip, etc.

No deadzone while driving, tho it is very light when turning out of my pit stall than it kicks in once I'm straight...power steering?
Dave suggests no damping in the Thrustmaster driver, but some dynamic in game, how does that work?
 
WOW!!! This update is just amazing. The traction and handling are phenomenal. This is definitely the best Sim I have ever experienced. Thank you Kunos. :inlove:
 
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Dave suggests no damping in the Thrustmaster driver, but some dynamic in game, how does that work?
Good question!
Hence why I have 20% in my TM.
The only time I use a little damper is when running fwd cars in other games, it helps make them feel a bit more planted in the rear.
 
You actually can !

I know it's technically doable by creating a championship, editing the entries for the championship and then continuing. But looking for something that doesn't require having to do that every time I want a race. Do you know a method?
 
I have tested the same method in a single player mode (for example a weekend or single race) and editing the savegame from that weekend it is also possible (boot up the weekend with a practice session, save the game during the practice session and then edit the grid for your race in the savegame json).
This works but:
  1. It is an arduous task that becomes even more of chore the bigger your grid gets (for example making a PRO entry-grid for the Bathurst 12h is like what 12 cars, but try doing it for a race that has 30 cars...)
  2. I still found the game crashing on multiple occasions when mixing between cars from different seasons for example (a 2018 car and a 2022 car)
  3. To be complete you would also need to adjust AI skill on each of your opponents
  4. If you make any sort of mistake in notepad, it is a pain searching for it

Compare this to the Content Manager in Assetto Corsa and your custom grid is literally three clicks away. Frankly I don't find the effort worth it unless someone develops an app for it.

Kind regerds
 
Not sure if it's me, but a bit disappointed in the new physics.
I have driven a lot the McLaren 720s before the update (best time contest with a friend) on the aggressive setup, felt planted, nothing unexpected on my DD.
After the physics update, same car, same conditions, understeer at corner entry, oversteer at corner exit. Weird.
Going over corner bumps way better, though.
 
Not sure if it's me, but a bit disappointed in the new physics.
I have driven a lot the McLaren 720s before the update (best time contest with a friend) on the aggressive setup, felt planted, nothing unexpected on my DD.
After the physics update, same car, same conditions, understeer at corner entry, oversteer at corner exit. Weird.
Going over corner bumps way better, though.
I expect everyone will note the difference. Try experimenting with the tire pressures, we can't expect a setup made for the old tire physics to work the same with the new updated tires.
 

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