Assetto Corsa Competizione: Release 6 Now Available

Paul Jeffrey

Premium
Assetto Corsa Competizione 'release 6' is here!

UPDATE 4.3.19 @ 21:48:
In case of performance issues first of all we recommend wiping AC2 and ACC folders in AppData/Local and Documents, respectively. Then we even recommend a full reinstall, especially with VR. Then, Mirrors Resolution is extremely heavy, I personally don't recommend going over MID (also try to turn them off). Temporal Upsampling and Volumetric Fog are to be disabled in VR, make sure you do that too.

Welcoming Monza, two wonderful Nissan GT-R GT3 cars and a massive change log... Assetto Corsa Competizione is now at Release 6 status and is available NOW!

Release 6 Update Notes:
  • Added Nissan GT-R Nismo GT3 2018 model year.
  • Added Nissan GT-R Nismo GT3 2015 model year.
  • Added Monza Circuit.
  • Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
  • Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
  • IMPORTANT: old camera settings will be lost.
  • Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
  • TV onboard (F6) cameras added for available cars.
  • Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
  • NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
  • Rewrite of multiplayer/gameplay code to improve stability and session progression.
  • Ingame menus restructured and divided into Garage and Pause menu.
  • Ingame HUD reorganised and added session status widget.
  • New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
  • Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
    Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
  • Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
  • UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
  • IMPORTANT: your previous menu, graphical and game settings will be lost.
  • Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
  • Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
  • Added session type tags in the UI car selection page to help identify entries eligible in different race types.
  • NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
  • Added model year tag in the UI car selection to help identify car models in different evo versions.
  • Assist options will now reliably update when changed during a session.
  • Further adjustments to headlight effects in TV cameras.
  • More realistic full formation lap with AI.
  • AI aggressiveness tuning.
  • AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
  • Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
  • NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
  • Improved raindrop effects on car windshields.
  • Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
  • Automatic wiper assist now reacts to water spray and not just rain.
  • Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
  • Improvements to car vs. track surface collisions.
  • Audio channel usage optimization.
  • Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
  • Added new spotter messages.
  • Added race communication alerts.
  • Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
  • Important race communication alerts are displayed for a longer time.
  • Better highlights overtake detection.
  • Optimized CPU use on all threads.
  • Optimized replay memory usage.
  • Optimized netcode and bandwith usage for Multiplayer servers.
  • Volume and audio settings now affect the intro music.
  • Added video sequences volume.
  • Fixes to various car LODs to reduce pop-in in racing scenarios.
  • Adjusted driver position in the BMW M6 GT3.
  • Adjusted driver steering animations.
  • Adjusted wet tyre shader and added ambient occlusion on tyres.
  • Fixed potentially wrong resolution and crashes when starting the game.
  • Fixed multiple crashes occurring when quitting sessions.
  • Fixed replay time multiplier not resetting on session change.
  • Fixed potentially wrong car location detection.
  • Fixed static car shadow fading out at high speeds.
  • Improved tyre model combined grip.
  • Improved tyre heat model, especially in overheat conditions.
  • Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
  • Tweaks in preset setups for all cars (we highly advise to not use older setups).
  • Improved vertical surfaces aero model.
  • MoTeC Telemetry implementation.
  • Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
  • MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
  • Added native DBox SDK support.
  • Added option to enable/disable native Fanatec LEDs.
  • Setup minimum fuel load set at 2 litres for all cars.
  • Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
  • Steering ratio tweaks for all cars.
  • Monza BoP A adjustments for all cars.
  • Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
  • Sand traps now slow the cars down.
  • Fix to unreliable car spawn in certain situations.
  • Flipped cars will automatically spawn in the pits.
  • Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
  • Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
  • Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
  • Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
  • Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
  • Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
  • NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
  • NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
  • NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
  • Backend servers: improved reconnection stability.
  • Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
  • Passworded servers can now be created.
  • NOTE: passworded servers must be searched for manually in the lobby search field.
  • Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
  • NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
  • NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
  • NOTE: The Broadcasting API is temporarily disabled

Assetto Corsa Competizione is available via the Steam Early Access Programme and is current at release 6 status.

Check out the Assetto Corsa Competizione sub forum here at RaceDepartment for the latest news and discussions regarding this potentially awesome new sim.

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Hotfix 6.02 installed earlier and the instruction below made a huge difference to Oculus Performance for me. Previously I had to turn down most settings to medium or low to get VR working with a stable framereate. With the -vr added I'm now seeing 85-90 fps with a few dips below that. I'm still using 45FPS ASW and it's running well for me.

IMPORTANT NOTE for Oculus Rift users: we recommend launching the game by-passing Steam VR, adding "-vr" to Steam launch options for ACC in order to avoid possible performance issues and stuttering.


 
Dude!
Really!


Set in game gain as high as to avoid clipping at full cornering speed.
Turn the wheel as high as wheel slip 4 to 5 degrees! Not higher in a GT3....
Everything above that irl gives you no info at all.
I believe, OOB ACC FF is pretty good. I would tell at least which steering wheel you are using as I believe there may be some fine tuning depending on that.

First of all thank you both for replying! I'm not very good at setting FFN mainly because can't understand the settings.. I. E. Ok for gain but what do you mean with slip4 to 5? Anyway I've a t500.. I'll try to make some tweaks, it's annoying because every time you have to quit race and go back to options
 
First of all thank you both for replying! I'm not very good at setting FFN mainly because can't understand the settings.. I. E. Ok for gain but what do you mean with slip4 to 5? Anyway I've a t500.. I'll try to make some tweaks, it's annoying because every time you have to quit race and go back to options
I have a T500RS too and I have minimum force at 2%, dynamic damping at 100% and the effects at 25%.
 
Or am I guessing the car manufacturers wouldn't sign off on it, so we have visually indestructible cars in a sim (again!)...

Just so you know, this is a complete myth/fabrication that Polyphony somehow perpetuated enough that people believed them.

You can look up old interviews from Stefano and Marco for AC(1) where they even mention that there are no restrictions on damage and deformation, aside from not showing the driver being decapitated or something to that effect.

The real reason you dont see highly detailed damage models is because they are a pain in the ass to code, take up a massive amount of system resources, and ultimately matter less for gameplay than a well developed physics model and AI do, among other things.

Finally, I'll just leave you with a question. Why did Pcars go from their fairly detailed damage model in pre-release videos and teasers, to the simplified one that ended up in the released game? All those particle effects and other effects going on cost too much processing power and arent worth it. :p It's not because car manufacturers suddenly said to SMS that they need to dial it back.
 
Just so you know, this is a complete myth/fabrication that Polyphony somehow perpetuated enough that people believed them.

You can look up old interviews from Stefano and Marco for AC(1) where they even mention that there are no restrictions on damage and deformation, aside from not showing the driver being decapitated or something to that effect.

The real reason you dont see highly detailed damage models is because they are a pain in the ass to code, take up a massive amount of system resources, and ultimately matter less for gameplay than a well developed physics model and AI do, among other things.

Finally, I'll just leave you with a question. Why did Pcars go from their fairly detailed damage model in pre-release videos and teasers, to the simplified one that ended up in the released game? All those particle effects and other effects going on cost too much processing power and arent worth it. :p It's not because car manufacturers suddenly said to SMS that they need to dial it back.
I'd definitely appreciate SOME kind of crash model. To you that might be less important, but to others at least some attempt at a crash model would be appreciated. It's a real immersion breaker for me, personally. Obviously to you its not, but I mean, come on its 2019, racing titles have been out a fair old time now. Just a little something would be nice, it's not a lot to ask.
 
To you that might be less important, but to others at least some attempt at a crash model would be appreciated.
Obviously to you its not, but I mean, come on its 2019, racing titles have been out a fair old time now.

Ok, Im genuinely stumped here...

How in the world did you come to this asinine conclusion?

Do you think someone completely disagrees with you when all they state is some background info on the topic you are discussing?

Literally nowhere in my statement did I imply what my preference or opinion is...

Funniest quote of the day.

RD doesnt cease to entertain. :p
 
Ok, Im genuinely stumped here...

How in the world did you come to this asinine conclusion?

Do you think someone completely disagrees with you when all they state is some background info on the topic you are discussing?

Literally nowhere in my statement did I imply what my preference or opinion is...



RD doesnt cease to entertain. :p
How is it asinine if you are putting a case against not having a crash model? You stated why no one has crash models nowadays, stating that they matter less - ergo, that is some form of an opinion on the matter. To me they are just as important. Certainly more important than MOTEC. If you really have to sift through data to work out where you are slower than a person on track just follow them, observe their style, if they are pulling away from you throughout a corner im guessing they are on the gas when you arent?! But like i said, thats just my two cents on the topic. But for the record, you did put forth an opinion on the matter - it matters less to you, thus you conclude not important. However, im literally not arguing with someone on a website all day, so have a good one, thanks for your feedback, lots of love :)
 
I think the traction control works a little too well in ACC. Even at low levels the amount of slip you get is negligible. Perhaps the tarmac just has too much grip? Put dry tyres on, stick light rain on and then go on track, ACC feels pretty good in that situation, the car will slide at times, but isn’t really a handful.

In dry conditions the cars feel too planted for me. In the wet the cars really come alive.
 
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