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!
 
I wonder how all the experts here are convinced to know the exact RPM out of YT videos of the SF15-T. ;) You don't exaktly know which RPM lights stand for what value of RMP irl. The lights surely an be adjusted irl, so we don't know.. .
I think later on in '15 or whenever.. they shifted a bit later at higher revs than they used to be at the beginning of '14, just to show that it might not have been the same all the time with those new engines (and so the rev lights<->real revs changed as well).
 
Last edited:
I wonder how all the experts here are convinced to know the exact RPM out of YT videos of the SF15-T. ;) You don't exaktly know which RPM lights stand for what value of RMP irl. The lights surely an be adjusted irl, so we don't know.. .
I think later on in '15 or whenever.. they shifted a bit later at higher revs than they used to be at the beginning of '14, just to show that it might not have been the same all the time with those new engines (and so the rev lights<->real revs changed as well).
Not a modder, just as a guy who is detail oriented...

There might be a couple of issues at play here, timing of the shift lights, power curve past 10500 rpm and gear ratios...
I don't think gear ratios are way off, but coupled with the others it becomes bigger.

Tire pressures, drag downforce ratio and the aero app showing the car in a negative rake angle "irk" me a lot more personally.
 
I'm absolutely *loving* the aventador. There is something about the way it handles that just feels *right*. It's oversteery and wild, but not *too* wild to the point that it wants to slip out of your control with everything you do. It's a proper supercar. Far more fun then the Gallardo SL IMO.

The Masarati is...

... Painfull. In a good way.
 
I'm absolutely *loving* the aventador. There is something about the way it handles that just feels *right*. It's oversteery and wild, but not *too* wild to the point that it wants to slip out of your control with everything you do. It's a proper supercar. Far more fun then the Gallardo SL IMO.
100% agree! So far it's my favorite car of the red pack, and I honestly never thought I'd say that! Haha
 
At this point, Assetto Corsa has almost TOO much content.
What it needs the most now is to improve what's ALREADY in it, not to add more.
I can agree with that. Though I would say that the game is still lacking in the tracks department. This may be a little biased since I'm in North America, but I would love to see an NA track pack that includes tracks like Sebring, Road Atlanta, Mid Ohio, Watkins Glen, and Road America.

I realize it would be difficult for them to get laser data for NA tracks, expensive as well, and time consuming, but it is something I would love to see.

Getting other European tracks would be cool too. Tracks like Modern/Classic Hockenheim, Estoril, Le Mans/Circuit Bugatti, Jerez or maybe Magny-Cours (;)). A selection of 3-4 of those would be cool.
 
Last edited:
Yes, cars are plenty available, altough I would love to see several more (Diablo, 250GTO, F12, AMG GT-S (GT-R), C63, Tuned GT-R R34, several Aston Martin and more), but some tracks I really would like to see.
Suzuka, Austin, Interlagos, Jerez, Abu Dhabi, Sepang, Donington, Le Mans, Bathurst

Although I'm not very optimistic for tracks outside europe.
 
Yes, cars are plenty available, altough I would love to see several more (Diablo, 250GTO, F12, AMG GT-S (GT-R), C63, Tuned GT-R R34 and more), but some tracks I really would like to see.
Suzuka, Austin, Interlagos, Jerez, Abu Dhabi, Sepang, Donington, Le Mans, Bathurst

Although I'm not very optimistic for tracks outside europe.
Definitely would love to see the F12. The fact that it isn't in the game yet or hasn't been teased doesn't make me optimistic though. :(
 
No, the real reason is far lame than you think. They don't want their car to appear to lose against other makers.

Well, that's not the real reason. The real reason is that FOM doesn't allow more than one (fairly) current F1 car in any game, otherwise people wouldn't buy the Codies official F1 game. This was the case in GT5, it is also the case in AC.
 
Physics integrators, 3D artists, sound designers and so on don't work on programming racing features... The sim is slowly but constantly improving while more content is released, which is exactly what the sim needed from the beginning and what draws people in. If they were to stop releasing new content as DLC development would stop entirely at some point, Kunos doesn't exactly have much choice in this regard. So I'd recommend thinking about it twice before complaining about DLC, too much content and not enough features.
 
At this point, Assetto Corsa has almost TOO much content.
What it needs the most now is to improve what's ALREADY in it, not to add more.
I'm having trouble getting through the content at this stage, but I know others still want more tracks.

It seems pretty clear the DLCs are allowing the development of the game to continue, so keep the DLC coming I say. The company Kunos has to be bringing money in to pay staff, either they sell DLC or move onto some new piece of software.
 
I'm having trouble getting through the content at this stage, but I know others still want more tracks.

It seems pretty clear the DLCs are allowing the development of the game to continue, so keep the DLC coming I say. The company Kunos has to be bringing money in to pay staff, either they sell DLC or move onto some new piece of software.

This is exactly why I bought even the japanese pack... Haven't touched any of those cars, and propably never will :)
But was happy to support the development :thumbsup:
 

Latest News

How long have you been simracing

  • < 1 year

    Votes: 351 15.6%
  • < 2 years

    Votes: 244 10.8%
  • < 3 years

    Votes: 241 10.7%
  • < 4 years

    Votes: 177 7.9%
  • < 5 years

    Votes: 299 13.3%
  • < 10 years

    Votes: 258 11.5%
  • < 15 years

    Votes: 166 7.4%
  • < 20 years

    Votes: 125 5.6%
  • < 25 years

    Votes: 99 4.4%
  • Ok, I am a dinosaur

    Votes: 291 12.9%
Back
Top