Assetto Corsa Red Pack released and game updated to v1.7

Paul Jeffrey

Premium
Kunos Simulazioni have released version 1.7 of Assetto Corsa, available to download now via the Steam network.

Coming with a variety of updates and improvements, including the ability to jump the lights at race start and brake temperature simulation on a selection of vehicles, the new update brings a healthy amount of new and exciting features and fixes for the popular racing simulation. With a vast majority of cars already in game benefiting from version 7 tyre technology, the team over at Kunos have again stretched their understanding of the simulation values associated with the rubber on the road and brought what is claimed to be significant updates to a few of the 'Red Pack' DLC cars that have moved on to the new version 10 iteration of tyre in game. Kunos have stated that the new tyre version -

"introduces improvements of the current v7 tyre model, with tyre temperatures being more sensitive to initial tyre pressures, improvements in the realigning force and more. Furthermore, as an additional proof of KUNOS commitment to realistic physics, we introduce the new tyre model v10 for some of the new RedPack cars. The new tyre model follows the handling philosophy of KUNOS and offers a very similar driving feel, but at the same time is a complete rewrite that permits us to validate much better our results with real life data, hence the jump from v7 to v10"

Version 10 tyres will eventually be rolled out to all official cars within the game at a similar time to when the studio bring brake temperatures to more than a handful of cars contained within the 'Red Pack' DLC release, including more features like air ducts and pads to be implemented at a later date.

Sizable in its scope, the new update also includes the unlocking of the latest DLC offering from the Italian studio, the much anticipated 'Red Pack'. Featuring eight vehicles (listed below) and a laser scanned version of the RedBull Ring in Austria, the new DLC download brings modern Formula One machinery to the sim for the first time. The 2015 vintage Ferrari SF15-T comes complete with simulation values added for all the modern power pack technology associated with recent Grand Prix cars, such as the MGU-K, MGU-H, ICE with variable Turbo, Batteries charging and energy deployment. Physics features commands are now configurable on keyboard and controllers.
Relevant features like Traction Control, ABS, Turbo, MGU-K, MGU-H, Engine brake etc, can be configured on the gaming device, and on the keyboard.

All in all, exciting times for fans of Assetto Corsa!

REDPACK DLC – List of Contents

Track
Circuit of RedBull Ring – GP / NATIONAL version

Cars
  • Ferrari SF15-T
  • Ferrari F138
  • Ferrari 488 GT3
  • Maserati 250F 6C
  • Maserati 250F 12C
  • Maserati GranTurismo GT4
  • Maserati Levante S
  • Lamborghini Aventador SuperVeloce
Assetto Corsa Red Pack DLC.jpg

Assetto Corsa 1.7 Changelog
  • Added Red Bull Ring track (Red Pack DLC)
  • Added Ferrari SF15-T (Red Pack DLC)
  • Added Ferrari F138 (Red Pack DLC)
  • Added Ferrari 488 GT3 (Red Pack DLC)
  • Added Lamborghini Aventador SC (Red Pack DLC)
  • Added Maserati GranTurismo MC GT4 (Red Pack DLC)
  • Added Maserati 250F 6 cylinder (Red Pack DLC)
  • Added Maserati 250F 12 cylinder (Red Pack DLC)
  • Added Maserati Levante S
  • Performance Delta App: Added instant velocity difference bar
  • Realtime App: Added road/ambient temperatures and grip
  • Fixed system messages when ABS and TC are not available
  • Added loading/saving system for fixed setup sessions
  • Added audio device selector on Audio App. If saved device is not there, main device will be used
  • Added volume ramp function to overcome issues with logitech headphone drivers
  • Added Precision slider in Photo App
  • Added missing icons on replay interface
  • Added QUANTITY_MULT in system/cfg/skidmarks.ini
  • Fixed RX-7 Tuned turbo sound behavior
  • Fixed Alfa 155 mixing route for external sounds
  • Fixed Ferrari F40 low-pass filter and some events volume
  • Balanced exterior volume for all the cars
  • New Bmw M3 e92 external sounds
  • Added brake disc temperature simulation to (Ferrari 488 GT3, Maserati GranTurismo MC GT4,Maserati Levante)
  • New Drivemotive Drifting School livery for BMW M3 e92 drift and S1 variants
  • Tyre pressure now influences temperature spread and build up
  • Added dynamic controller for EBB (electronic brake balance). Use file ctrl_ebb.ini for the controller.
  • Added daylight function on "lights" script
  • Added multiple turbo analogue instruments management
  • Added server hints on RaceControl screen
  • Added TC, ABS, Turbo keys to controller interface (both up and down)
  • now TC and ABS can be cycled back through CTRL + SHIFT
  • Added Flashing lights
  • Showroom: Added video editing camera controls
  • Showroom: Added car lights trigger as script "SHOWROOM""LOAD_LIGHTS" (previews are made without car lights)
  • Showroom: Added support for extra animations (extra_animations.ini). Numkey_6
  • Added blinking light system
  • Fixed Volume App not saving bumper audio
  • Added jump start
  • Added penalty for "ESC to pits" during race
  • Fixed some car/track combination resetting to pits at the start of HotLap sessions
  • Improved remote cars movements over curbs
  • AI is not making brake mistakes for cars that have ABS available
  • Different level of engine brake are now selectable by the users on cars that offer the option (Ctrl+E)
  • Added graphics smoothing for rigid bodies coming from physics
  • Onboard brake bias now follows same limits in the FRONT_BIAS section in setup.ini
  • Red lines and indications for gear change in the GUI are now considering damage rpms as well as limiters
  • Laps completed indications in the GUI during races now refer to "leader completed laps" and not player completed laps
  • Performance Delta app is now using spline position for calculation instead of distance calculated from car speed (less realistic but much more precise)
  • New camera view at start, showing car instead of track
  • New AI algorithms for race craft
  • AI drivers are now much more variable in performance during a single lap and during a session
  • "Lights on/off" is now a status of a car instead of a switch and gets replicated over the network properly
  • Tyre radius is now also a function of tyre angular velocity
  • Fixed self align torque going to negative values too early
  • New Tyre Model V10 for selected cars
  • Additional general bugfixing on car graphics and some improvements to lods across the entire vehicle content
  • 3D improvements on the Nissan R34 Skyline
  • 3D improvements on the Nissan 370Z Nismo
  • 3D improvements on the Ferrari LaFerrari
  • General bugfixes in several tracks
  • New clouds textures
  • Improved PPeffects
  • Improved Weathers
  • Fixed GUI not showing on Oculus with PP off and AA on
  • Added the possibility to launch sim directly. Add section [AUTOSPAWN] ACTIVE=1 to race.ini then start AssettoCorsa.exe
  • Added experimental Bandwidth Optimizer to acServer
Check out the Assetto Corsa sub forum for more news items right here at RaceDepartment. We have a number of thread topics to engage with your fellow community members, we host a high volume of mods and addons as well as our new Modding Discussion forum, a place where modders can discuss the many aspects involved in creating cars, tracks and skins for Assetto Corsa.

With our new Mazda MX-5 Cup league starting this Sunday, why not head over to our Assetto Corsa Racing Club forum to check out our regular club racing events and leagues? Our club races are designed for drivers of all skills and experience using a wide variety of content available for the sim. Head on over and take a look!

AC Ferrari .jpg AC Aventador.jpg AC Ferrari F1.jpg AC RedBull Ring.jpg

The update is here and so much to discuss! Do you like the v10 tyres? Enjoying the 'Red Pack'? What is your favorite new car? Discuss below!
 
This is funny ... because, it seems like the devs do not know their own engine :D

There is an interaction, between the normal springs ROD_LENGTH and the heave spring one, if the heave ROD_LENGTH is not well set it can cause weird behaviours, it took me like 1 year to discover this, when i saw that the heave offset was not present in setup options, i was like :"welcome problems when people will start playign with the setup", so either Aris has to add that option to the setup, and make sure the default one is well set (but there will be still be a problem when people change setup), or they should make the heave spring ROD_LENGTH an automatically calculated value: the rule is that the heave offset should not affect ride height by more than 1mm but it should be "connected" to the normal springs to make the heave spring actually useful :)

If you download the F2002 mod and take a look into the readme, you will find a good description on how to set the heave offset properly.
 
True story : KUNOS releases a hotfix (1.7.2) at Sunday morning ( which among other it fixes blur for Oculus).
It breaks suspension so KUNOS releases another fix (1.7.3) at Sunday morning ( while most of us having day off), that fixes suspension.
@Associat0r laughs. OMG
 
True story : KUNOS releases a hotfix (1.7.2) at Sunday morning ( which among other it fixes blur for Oculus).
It breaks suspension so KUNOS releases another fix (1.7.3) at Sunday morning ( while most of us having day off), that fixes suspension.
@Associat0r laughs. OMG
It's funny, because that exploding video seems to been have made with the so called 1.7.3 "fix", judging from the damper ranges starting at 0.
 
Last edited:
I've had a few 8-lap races since 1.7 but they seem to be ending after seven completed laps - ending at the start of the eighth lap.

Anyone else getting this?
They for some reason changed it from the lap you are on to laps completed. So on the 8th lap it says 7/8 because you have only completed 7 laps. As you cross the line you have then completed the 8th lap and session is over.
 
It's a bit strange.
In Hotlap mode you start a bit before S/F line and when you cross it the lap count stays at 0 (although in german it says "Aktuelle Runde" meaning the lap you are currently on), but if you start from the pit lane, but don't cross the S/F line in the pit but for the first time after the "out lap" then it goes to 1.
 
Why don't the just lock the setup settings into range of values that doesn't allow suspension explosion?
I would assume that in simulation you wanna use range of settings that is available in real life ...

If you limit them, people start questioning your engine, and if your engine can`t simulate that, or if you use workarounds here and there they think how accurate can it really be in other aspects (like Lotus 72 using tyres that weren`t working in real life with that suspension design leaded to speculation about how could that front suspension be correct, etc) .. you can see these question popping out with every bug or physics inaccuracy ..
 
It's possible to setup rear in a way where tyres aren't touching the ground enough to get out of the pit. :rolleyes:

Why it's possible. You have to ask Aris or Ferrari. :roflmao:
well in nonspecific nonreal example given .. if you lower ride to minimum and soften suspension to softest setting you might get undrivable car (as you`ll be dragging belly on the ground :) ) .. that doesn`t mean that range of suspensions settings and ride height settings are wrong .. just some combinations are not good idea ...
 

Latest News

How long have you been simracing

  • < 1 year

    Votes: 93 12.7%
  • < 2 years

    Votes: 68 9.3%
  • < 3 years

    Votes: 73 10.0%
  • < 4 years

    Votes: 45 6.1%
  • < 5 years

    Votes: 101 13.8%
  • < 10 years

    Votes: 104 14.2%
  • < 15 years

    Votes: 61 8.3%
  • < 20 years

    Votes: 41 5.6%
  • < 25 years

    Votes: 38 5.2%
  • Ok, I am a dinosaur

    Votes: 109 14.9%
Back
Top