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 would love to see an NA track pack that includes tracks like Sebring, Road Atlanta, Mid Ohio, Watkins Glen, and Road America.
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.
Oh I love all these tracks but I think the modded tracks aren't bad at all!
Road Atlanta has been improved a lot lately, Road America is GREAT, and Estoril has a good version too on RD. But yes I can understand everybody would prefer lasercanned versions.;)
 
The thing is that IRL they were shifting at 12k or a little bit over that, not at 10k. Try shifting at those rpm and you'll lose a lot of topspeed.
Sorry, but you're wrong.
I've repeated the test in the same conditions of yesterday evening.

Shifting from 4th to 5th @11810 rpm

upload_2016-7-15_16-58-31.png


Shifting from 5th to 6th @11832 rpm

upload_2016-7-15_16-59-36.png


Shifting from 6th to 7th @11811 rpm
upload_2016-7-15_17-0-50.png


Shifting from 7th to 8th @11724 rpm
upload_2016-7-15_17-1-46.png


And, at 150 m marker
upload_2016-7-15_17-2-54.png


As you can see I shifted almost at 12k rmp, definitely not at 10k as you stated.
You say IRL they shift at 12k?
Well, given that I was less than 200 rpm below your theoretical value, you're expecting this value based on what?
If I look to this video, Vettel never shift over 12k rpm, but always between 11000 and 11800, pretty like in AC.
 
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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.

I’d sell my grandma for a NA trackpack. :D Laserscanned Sebring, Laguna, Road America…yummy.

This game really needs more official tracks because mods aren’t used online (don’t know why tbh).
 
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.
That's a fair Point and kudos to Codemasters, may they fare well.
But it does not explain why we can't race that only allowed F1 car per season with other opponents! And that's the thing that bothers me most, Kunos often appear not to tell the whole truth at all. Same move with Zandvoort, remember. This, and only this I complain about!
 
That's a fair Point and kudos to Codemasters, may they fare well.
But it does not explain why we can't race that only allowed F1 car per season with other opponents!

Probably because it's fairly simple to insert some code that prevents that car from running against all other cars, but not so simple to insert some code that allows it to run against some cars but not others. Or, if you know anything about how draconian FOM is with their IP, it's very likely they dictated that it not be allowed to race against anything else just because they don't want it to. It was the exact same way in Gran Turismo 5, no reason to think it's any different this time around.
 
Probably because it's fairly simple to insert some code that prevents that car from running against all other cars, but not so simple to insert some code that allows it to run against some cars but not others. Or, if you know anything about how draconian FOM is with their IP, it's very likely they dictated that it not be allowed to race against anything else just because they don't want it to. It was the exact same way in Gran Turismo 5, no reason to think it's any different this time around.
It's different in Forza.
But that's not my point. Kunos should have made the restrictions clear before selling it on steam. That's my only point!
 
@Rami: Try the Mazda RX-7 Tuned (on Monza), best car I've ever driven in AC (great racing immersion, feeling) ;). You miss s.th. when not. Not a big fan of almost any Nissan in there though.

Tire pressures, drag downforce ratio and the aero app showing the car in a negative rake angle "irk" me a lot more personally.
But then again, how you know it is wrong (aero ratio, the thing Christian Horner was quoted about some postings ago). You aren't an engineer in F1 right ? ;) So we don't know.., you all just grap our own model out of your "felt knowledge" and when it doesn't match what you expect it is definately wrong for you :whistling:. That's all.
Will not say that everything is 100% correct with it, but it can't be wrong in any of that details.
 
Sorry, but you're wrong.
I've repeated the test in the same conditions of yesterday evening.

Shifting from 4th to 5th @11810 rpm

View attachment 143731

Shifting from 5th to 6th @11832 rpm

View attachment 143732

Shifting from 6th to 7th @11811 rpm
View attachment 143733

Shifting from 7th to 8th @11724 rpm
View attachment 143734

And, at 150 m marker
View attachment 143735

As you can see I shifted almost at 12k rmp, definitely not at 10k as you stated.
You say IRL they shift at 12k?
Well, given that I was less than 200 rpm below your theoretical value, you're expecting this value based on what?
If I look to this video, Vettel never shift over 12k rpm, but always between 11000 and 11800, pretty like in AC.

Check your gears and check when does Vettel shift here:


He's already in 8th gear before arriving to the grid spots. You are still in 7th after the grid spots. That was my main point.
 
Sorry, but you're wrong.
I've repeated the test in the same conditions of yesterday evening.

Shifting from 4th to 5th @11810 rpm

View attachment 143731

Shifting from 5th to 6th @11832 rpm

View attachment 143732

Shifting from 6th to 7th @11811 rpm
View attachment 143733

Shifting from 7th to 8th @11724 rpm
View attachment 143734

And, at 150 m marker
View attachment 143735

As you can see I shifted almost at 12k rmp, definitely not at 10k as you stated.
You say IRL they shift at 12k?
Well, given that I was less than 200 rpm below your theoretical value, you're expecting this value based on what?
If I look to this video, Vettel never shift over 12k rpm, but always between 11000 and 11800, pretty like in AC.
The problem for me (and your pictures show this well) is the gear ratios are very long compared to the real car. Compare your speeds at 12000rpm (ish) to this graph on F1 technical. The creator calculated the ratios of every team based on rpm and speed (which infers wheel rpm).

UPWGnKF.png


As you can see this graph suggests that in 7th at 12000rpm the car should be doing just under 300kph (closed shapes are 12000rpm and open shapes are at 10500rpm) which directly contradicts your in game test.

You could say this is not very accurate as it is derived from onboards and I would agree. But there is no way he is 25kph out. Not when every team has the same kind of speed in 7th at 12000rpm. I will say that the low gears (up to 5th) are not very accurate due to wheelspin affecting the calculations. But the high gears aren't affected by that though so they can be expected to be (reasonably) accurate.
 
Check your gears and check when does Vettel shift here:


He's already in 8th gear before arriving to the grid spots. You are still in 7th after the grid spots. That was my main point.
Sorry again but, while I may agree that gear ratios are longer, your point was that in AC you should shift at 10k instead of your supposed 12k. And this point was definitely wrong.
 

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