Assetto Corsa 1.2 update + bonus pack available

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Kunos Simulazioni has updated Assetto Corsa to version 1.2, adding five new cars and the circuit of Zandvoort along with a long list of added features and fixes.

According to the developers the physics engine has been updated (as previously anticipated), with improvements for all cars and a tweaked FFB response.

Importantly, the AI has been updated and is supposedly capable of a more human-like and aggressive driving performance. I still haven't had the chance to try it out, but I'm looking forward! The update itself weighs 625MB on Steam.

Here's the full changelog:
  • Balanced interior and exterior volume for all cars
  • Updated Fmod example project
  • Updated Fmod pipeline document
  • Fixed some rare FMod crashes
  • Fixed bodywork sound when stand still for some cars
  • Fixed typos for career descriptions
  • Fixed Ferrari 458 and Giulia GTA sound pan
  • Fixed flags position for triple screens users
  • Fixed replay doesn't show smoke
  • Fixed sun visible through barriers
  • Fixed flying crew at Mugello
  • Fixed delay before gear shift recognised
  • Fixed keyboard controller and mouse steering
  • Fixed rare pit stop repair bug when clutch is pressed
  • Fixed wrong player is selected in the drivers list
  • Fixed showroom crashes with Motion Blur enabled
  • Fixed tyre blankets weird behaviour
  • Fixed front wheels size on Lotus Evora
  • Fixed Pagani Huayra broken mirror
  • Fixed missing BMW M3 Gt2 rear tow
  • Fixed cars already damaged starting a gameplay session at Ring
  • Fixed BMW M3 e92 red patch on headlights
  • Fixed P4/5 Competizione static calipers
  • Fixed 599xx Evo weird LOD effect
  • Fixed blurred rims missing from LOD C on some cars
  • Fixed fuel calculator on Setup UI
  • Fixed 500 Abarth skin issues
  • Fixed pit crew panels in Chevy C7r and Nissan GT-R GT3.
  • Fixed some broken Steam achievements
  • BMW 1M has stock liveries; the previous ones are assigned to the S3 version
  • Added FOV system message when using +/- to change the value ingame
  • Added visual indication for suggested eyes position and actual eye position for Driver Eyes Positioning app
  • Added "Auto Pos" button in Driver Eyes Positioning app to automatically move the eyes position to the suggested value
  • Added Exposure system message when PGUP/PGDOWN are used to change the value ingame
  • Improved AI. AI cars can and will overtake slower cars, lose their stability easier, can oversteer occasionally.
  • Tyres now have a short name that is visualized on the classification, so that players can know which tyres the AI is using.
  • TYRES SHORT NAMES
    • SV= Street Vintage
    • ST= Street
    • SM= Semislicks
    • SS= Slicks SuperSoft
    • S= Slicks Soft
    • M= Slicks Medium
    • H= Slicks Hard
    • SH= Slicks SuperHard
    • HR= Hypercar Road
    • I= Intermediate
    • V= Vintage
  • Fixed tyre - kerb hard collisions
  • Adjusted realigning forces from tyres.
  • Active differentials
  • New Alfa Romeo Mito Quadrifoglio Verde
  • New Audi Sport Quattro
  • New Lamborghini Miura SV
  • New Nissan GT-R Nismo
  • New Toyota GT-86
  • New Zandvoort circuit
  • New interior soundset for 500 Abarth (shared with Alfa MiTo and Tatuus FA01)
  • Added dynamic controllers to drivetrain (Nissan GT-R Nismo)
  • Added FF low speed reduction factor to avoid oscillations when the car is stationary. (check system/cfg/assetto_corsa.ini [LOW_SPEED_FF]]
  • Multiplayer - Added checksum checks for tracks using the new config system
  • Multiplayer - Removed "Track List" feature from AC Server
  • Multiplayer - Added "IS_OPEN" key to "[RACE]" to lock new players from joining a race. 0=CLOSED, only players
  • coming from the previous sessions are allowed in. 1=OPEN, players can join during a race. 2=OPEN DURING WAIT
  • TIME, players are allowed to join during the wait time only
  • Multiplayer - Fixed collision not triggering correct samples
  • Multiplayer - Added weather settings to the server side
  • Multiplayer - Fixed tyres glued to the road for cars without animated suspensions
  • Multiplayer - Added possibility to limit tyre choice
  • Multiplayer - Added Server Plugin Auth system to AC Server for customized user authentication.
  • AUTH_PLUGIN_ADDRESS in server_cfg.ini
  • Multiplayer - Added Server UDP Plugin for realtime data input/output from AC Server (check example C# application and UDP_PLUGIN_ADDRESS in server_cfg.ini)
  • Multiplayer - It is now possible to complete last lap during Qualify & Practice
  • Multiplayer - Fixed /client_list not showing local car ID
  • Multiplayer - Added first ballast implementation (use /ballast [carid] [kg] in the chat as admin or entry list)
  • Multiplayer - At the end of a race now the system goes "Race Control" view with leaderboard and chat
  • Multiplayer - Exit button in ESC menu is now at safe distance from the others
  • Multiplayer - Added option to force virtual mirror ON from AC Server
  • Multiplayer - Added acServerManager into server folder.
  • Added realtime "relative" time app
  • Added glowing brakes graphics effect. [DISCS_GRAPHICS] in brakes.ini
  • DRS can now be turned off with the DRS button and not only by braking
  • AI grip on corner exit is now more realistic
  • Improved loading time ~1s faster per car
  • Game timing is now using high resolution timer unless a drift is detected and the timer is switched to 1ms resolution.
  • This improves FPS CAPS and general fluidity
  • Tyres and rims now stay blurred when replay is paused
  • Auto shifter has now its own dedicated section in drivetrain.ini [AUTO_SHIFTER] and does not share it with AI any more
  • Air density calculation is now using temperature as input
  • Proximity indicator now scales with resolution
  • AI now properly brakes in time to hit 80Kmh in the pitlane
  • Fixed discs object not properly switched with LODS
  • Better driver gearshift preload on first gear
  • Fixed strong tyre vibration around 40 kmh
  • Added EBB (electronic brake balance) support
  • Removed user FF damper settings from GUI and setups. FF damping is only used for stationary cars (hard steering
  • wheel feel) and it is controlled by wheel drivers
  • Removed limits from Driver Eyes Positioning app
  • Kers is now recharged in pits
  • AI is not using "Trail Hint" anymore
Join the discussion in our AC forums, and get racing in our Assetto Corsa Racing Club! While you're at it, why not check out some awesome videos and screenshot in our AC gallery?
 
312T sounds working (test: hotlap -spa franc)

nismo - find that some care with downshifts is needed; can lose the rear on it quite easily if driven aggressively (TC & ABS off though, of course). almost like you need to heel & toe, but it has drm.
surprising that, fun.
 
I think you guys said it all now. :) First, I have to say I'm glad to see over half a gig of update. The guys have clearly worked. Of course, quantity doesn't always mean quality. But overall, I'm pretty happy.

To make it short, if you awaited a brand new game, you're going to be diappointed. If you just trust the Kunos team, then it's all good. Some changes are quite noticeable.
  • AI is definitely better, it can drive cleanly, even when going three wide. Before, it had major issues, but the core was not that bad. Now, it's really decent, apart from a few strange movements now and then entering the corners. The new AI is probably where the major part of the update is. It's up to the standards of the other sims now.
  • Zandvoort is not laser scanned, that's a fact, and that's disappointing for sure. The track does not look as good as the standards of Kunos' Spa, Monza, etc., but it still feels very good. Nice addition in the end.
  • Regarding physics, the rear seems much looser in most of the cars. If it's closer to real life physics, I'm 100% happy with that. If it's just a fake slippery feeling added to make the game looks harder, and make people conclude it's more of a sim, I'm upset.
  • The force feedback is weaker in general, maybe more precise and proportionnal at the same time. It's kind of frustrating because we were used to the previous FFB which was very nice before. It also varies a lot more than before from car to car. I don't know, we should wait and see how it goes in the long run.
I did not mention some other nice corrections and bug fixes, can't wait to see some of the new server stuff in action too. The wait was long maybe not for much, but at least it seems like we're going in the good direction. Here is the RaceDepartment moment of fame yesterday. :)

12153-1438427889-b2977f7f545d1e695809d75f2b8bdde7.jpg
P.S.: That Nismo is insane! :D
 
I think you guys said it all now. :) First, I have to say I'm glad to see over half a gig of update. The guys have clearly worked. Of course, quantity doesn't always mean quality. But overall, I'm pretty happy.

To make it short, if you awaited a brand new game, you're going to be diappointed. If you just trust the Kunos team, then it's all good. Some changes are quite noticeable.
  • AI is definitely better, it can drive cleanly, even when going three wide. Before, it had major issues, but the core was not that bad. Now, it's really decent, apart from a few strange movements now and then entering the corners. The new AI is probably where the major part of the update is. It's up to the standards of the other sims now.
  • Zandvoort is not laser scanned, that's a fact, and that's disappointing for sure. The track does not look as good as the standards of Kunos' Spa, Monza, etc., but it still feels very good. Nice addition in the end.
  • Regarding physics, the rear seems much looser in most of the cars. If it's closer to real life physics, I'm 100% happy with that. If it's just a fake slippery feeling added to make the game looks harder, and make people conclude it's more of a sim, I'm upset.
  • The force feedback is weaker in general, maybe more precise and proportionnal at the same time. It's kind of frustrating because we were used to the previous FFB which was very nice before. It also varies a lot more than before from car to car. I don't know, we should wait and see how it goes in the long run.
I did not mention some other nice corrections and bug fixes, can't wait to see some of the new server stuff in action too. The wait was long maybe not for much, but at least it seems like we're going in the good direction. Here is the RaceDepartment moment of fame yesterday. :)

12153-1438427889-b2977f7f545d1e695809d75f2b8bdde7.jpg
P.S.: That Nismo is insane! :D

Yes, i agree with most of what you said in your post, have not tested the AI yet so I have no input on that though.

FFB defo feels weaker but it might not be a bad change, i think i like it, more driving required to say for sure :)

If this loss of traction is indeed the reult of it being closer to reality than i'm happy too but we shall see after some more testing, will require some getting used to. Can't seem to hang out the rear on the LaF as much as i'm used to... ;)
 
Weaker ffb comes from fixed sat values in the tyre model.

Kunos is trying very hard to bring the best possible simulation. So if you find anything hard (or easy) it's not done that way to please the users but to bring the simulation as close to reality as possible.

Some cars have power steering, some others don't. That's why you feel big differences in the weight of the wheel. I think it's good. Every car has its signature feeling and behavior :)
 
Just had a quick drive and I like the patch immensely so far!
The more wobbly rear-end of cars definately needs getting used to, but other than that I like the FFB quite a bit now.
That Nismo is a terror on tarmac! The shifts are so short, its insane! :) Great fun though.
 
Something defo have changed regarding the grip and especially in the rear. All cars i have tested with so far is going into unrecoverable slides very easily after the update. It's like the grip level is cut down to half of what is was...anybody getting the same feeling?

There's less grip at the rear but i wouldn't call it "unrecoverable", if anything i feel it's been made easier to get it back once it slides, at least on race cars.

It's gonna take some getting used to (and we can throw our setups and FFB settings in the trash).
 
As a sidenote on my CSW V2 I now run gain 100% and FF 100% on many cars as FFB setting (still need to test some more) and there is hardly (if any) clipping. Some Cars might even warrant a >100% setting now.
Interesting! :)
 
After latest update Game does not load anymore here. Choosing any car or any track , after clicking START it starts loading but nothing happens - then above screen comes back without any error message!

Any solution or clue?
For starters, delete (or rename if you don't want to lose your setups) your My documents\Assetto Corsa folder.
If this doesn't fix it, verify the integrity of the game through steam.
 
There's less grip at the rear but i wouldn't call it "unrecoverable", if anything i feel it's been made easier to get it back once it slides, at least on race cars.

It's gonna take some getting used to (and we can throw our setups and FFB settings in the trash).

Yeah it will defo be required to drive a little bit different than before - but - I think i like it actually. :) Hard to put my finger on it but the cars feel a bit more "alive" sts...and i really like the Toyota....and the Audi....well, the Nissan too :D
 
After latest update Game does not load anymore here. Choosing any car or any track , after clicking START it starts loading but nothing happens - then above screen comes back without any error message!

Any solution or clue?

Yep, had the same issue. Turns out the fix is just to have a look at the resolution in options and re set it to the correct setting for your monitor. For some reason the update changed the resolution settings meaning it would just send me back to the menu.

Hope that helps! :)
 

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