Assetto Corsa Updated, Audi & Highlands Released

Paul Jeffrey

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AC Audi 2.jpg

Kunos Simulazioni deploy build update 1.12 and add new free content in the form of the fictional Highlands track and the venerable Audi Sport Quattro S1 E2.

Today Kunos Simulazioni have deployed a substantial update to the PC version of Assetto Corsa, bringing a vast quantity of fixes and enhancements to the game as well as adding the recently teased Highlands track and the mighty Group B Audi Sport Quattro S1 E2 as free additions for the title.

Build 1.12 is one of the more substantial updates for Assetto Corsa in recent months and has a number of impressive highlights, not least of which is the update to the latest V10 tyres for all remaining cars not currently sporting the new technology. This is an improvement not to be underestimated as many seriously enjoyable cars have now been given the V10 treatment, something I've personally been waiting on for a quite some time.

Other notable highlights from today's update include the new inclusion of brake fade on the many vintage vehicles found in the game, a cryptic update to "cars handling and chassis balance and inertia" across all the cars in the sim and improved tyre wear and tyre graining algorithms, which now take into account the load operation for each and should make a significant difference to the way tyres behave under racing conditions.

In terms of the free content included in the build 1.12 update, players of the PC version of Assetto Corsa can now lay their hands on a brand new fictional race track and an incredibly successful rally car from back in the era when danger was all part of the spectacle of Group B rally.


From the release notes:

AUDI QUATTRO S1 E2
Introduced back in 1984, the Audi Sport quattro S1 E2 revolutionized rallying. Just like the other manufacturers, Audi used the lenient homologation requirements to create a new rally car. All the car maker needed for homologation was a production run of a mere 200 cars.
Blomqvist's spectacular, sideways driving style suited the Sport quattro perfectly. By flicking the tail out, the Swede overcame the natural understeer of the nose-heavy Audi. He won five of the twelve rounds and was crowned the 1984 World Champion. Mikkola and Roehrl also won a round, which was enough to clinch the constructor's trophy.

HIGHLANDS LAYOUTS

Highlands - The original layout, 8152 meters long, filled with fast flowing path with curves and several jumps.

Highlands Long - An extension of the original layout, 12191 meters long and has all the characteristics of the original layout. This layout features some slower curves, a fast series of left and right turns, after a passage between rocks and the distinctive 3km long "Cabhag straight"

Highlands Drift - A configuration born to create long powerslides with supercars and hypercars. At 5167 meters long, this layout features long, flat and smooth curves, perfect for holding a constant power slide. The "tower lùb", guards the surroundings at the top of the hill.

Highlands Short - The shortest configuration, only 1714 meters, but based entirely inside the city. Incredibly intense and requires the concentration of a pro.

All four layouts share the same starting positions and pit lane, as well as the first corner and final 2 corners


Build 1.12 Update Notes

  • WARNING: this update resets assetto_corsa.ini, we advise to check values for gyro, free camera etc
  • New Audi Sport quattro S1 E2 group B rally car
  • New Highlands track in four layouts
  • Removed on screen Fuel Indicator for cars except the player's one
  • Fixed Setup Tab sorting
  • Added online Timed Races (with and without additional lap)
  • Added online ResultScreen time
  • Tweaked all the system apps regarding Timed Races
  • Fixed online pit crew locations
  • Added pressure meter color on Tire App (based on compound ideal pressure)
  • Updated minimum pressures and optimum pressures for various cars
  • New v10 tyre wear algorithms more sensitive to load for all cars
  • Graining is now reducing when driving in good temperature conditions
  • New and updated V10 street, semislick, vintage, and race slicks tyres for all cars. A total of 151 cars updated.
  • Updates for cars that already had V10 tyres as well.
  • Updated chassis balance and inertias for all 151 available cars.
  • Updated engine coast braking for street cars
  • Updated antiroll bars for Porsche 911 GT3 Cup car as per suggestion of Porsche that asymmetrical antiroll bar settings are not advised, so now settings are back to 7 in setup screen.
  • Updated rear wing aero for Porsche 911 GT3 Cup to allow for lower rear wing at high speed tracks like Monza
  • Added rear vertical fin for Lotus 98T
  • Updated Brake temp for:
Shelby Cobra
Lamborghini Miura
Alfa Romeo GTA
Abarth 595
Ford Escort RS
Ford GT40
Lotus 25
Lotus 49
Maserati 250F 6C and 12C
Lotus 72D
Ferrari 312T
Ferrari F40​
  • Fixed penalty detection
  • Online cut reporting (Throttle Cut disabling)
  • Added acServerManager 1.12.0
  • Added timed race management
  • Added result screen management
  • Track with 2 pits are allowed
  • Added option for online cut reporting (with Throttle Cut disabling)
  • Pitstop: Suspension repair will automatically fix body too
  • Added Tyre compound on race_out.json and server result
  • Fixed Gt3 AI crashing at Nordschleife
  • Added DigitalLed Tyre lock/slip script
  • implemented in the latest Porsche racing cars, GT3 Cup, GT3 R and 919 Hybrid 2016
  • Added Decimals to DigitalItem Fuel script
  • Added local velocity to Shared Memory
  • FF_SKIP_STEPS now defaults to 0. Wheels with problematic FF can have it set back to 1 if necessary
  • Added new
  • [FF_SKIP_STEPS]
  • VALUE=0
  • optional parameter in controls.ini
  • Added Fanatec leds support (system/cfg/fanatec.ini)
  • Added Pitstop to Qualify session
  • Tweaked confusing "Drive through penalty" message
  • Fixed Pitstop times for Porsche race cars
  • Tweaked M4 Akrapovic engine volume
  • Fixed Porsche 911 GT3 RS coast volume
Assetto Corsa is available now on PC, Xbox One and PlayStation 4

AC Audi.jpg
AC Highlands 2.jpg
AC Highlands.jpg
Assetto Corsa Audi Quattro.jpg


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Have you tried the new update yet? What part of the update most excites you? What do you think of the Audi and Highlands? Let us know in the comments section below!
 
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I am a bit sad that Kunos missed the opportunity completely to do a track layout of Scottish country road many of use driving enthusiasts actually think of when thinking Scottish country road.
It seems to conform fairly well to 2 lane highway measurements from what I can see. Like, about 30cm wider than the standard. I guess it's not single lane country roads, but those would get complaints for being unusable for racing.
 
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What tweaks did you do? To me the game just does not feel right... Don't get that feeling of connection with the road

What tweaks do you use, and which wheel? Just curious and always wanting to learn :)

Found the settings in this very forum. I have the T300 and use those tweaks:

Open with notepad the assetto_corsa.ini in your steamapps/common/assettocorsa/system/cfg folder (make a backup first in case you don't like it and want to restore the original file).

Find the [FF_EXPERIMENTAL] entry and set it to this:

[FF_EXPERIMENTAL]
ENABLE_GYRO=1
DAMPER_MIN_LEVEL=0.01
DAMPER_GAIN=1.0


i am using the default profiler settings for the T300:

70, 100, 100, 0, 100, "by the game" (tried 80 overall strength, but my wheel can't handle it for longer times)

in game settings are:

100%, 0%, 2%, 15% (you can set the kerbs to 0 as well, you'll still feel them), 0%, 0%, no enhanced understeer effect
steering settings: 1, 0, 0

I also changed the FF skip steps from 1 to 0 (which doubled the detection frequency of the wheel), but this is no longer necessary since the newest update just set this to default.

Especially the .ini tweaks transform the wheel into something completely different. You will immediately feel that the wheel feels a lot heavier while standing or being slow, and having a lot more inertia. But since i use those i have soo much more control, always know what the car is doing, and with most cars can easily catch a drift, even the Formula cars, which was a mystery for me before.
Just try it out :) The experimental settings should work for any quality wheel, T300 upwards (heard about some problems with G27, DFGT, and alike)
 
Walter Röhrl crashed a few Quattros before switching to left-foot-breaking and he prefers a much rear biased break balance. He was winning Monte Carlo and the Championship with a far less powered Opel Ascona against the Quattros in 82 because the Audi-drivers couldn't handle the car at that time.

The there is quite a big difference between the Quattro A1 from 1982 and the version in AC, wich has basicly 300 HP more and was the last evolution of the Group B Quattro. Not to mention that aerodynamics came into play with the later version.
 
Found the settings in this very forum. I have the T300 and use those tweaks:

Open with notepad the assetto_corsa.ini in your steamapps/common/assettocorsa/system/cfg folder (make a backup first in case you don't like it and want to restore the original file).

Find the [FF_EXPERIMENTAL] entry and set it to this:

[FF_EXPERIMENTAL]
ENABLE_GYRO=1
DAMPER_MIN_LEVEL=0.01
DAMPER_GAIN=1.0


i am using the default profiler settings for the T300:

70, 100, 100, 0, 100, "by the game" (tried 80 overall strength, but my wheel can't handle it for longer times)

in game settings are:

100%, 0%, 2%, 15% (you can set the kerbs to 0 as well, you'll still feel them), 0%, 0%, no enhanced understeer effect
steering settings: 1, 0, 0

I also changed the FF skip steps from 1 to 0 (which doubled the detection frequency of the wheel), but this is no longer necessary since the newest update just set this to default.

Especially the .ini tweaks transform the wheel into something completely different. You will immediately feel that the wheel feels a lot heavier while standing or being slow, and having a lot more inertia. But since i use those i have soo much more control, always know what the car is doing, and with most cars can easily catch a drift, even the Formula cars, which was a mystery for me before.
Just try it out :) The experimental settings should work for any quality wheel, T300 upwards (heard about some problems with G27, DFGT, and alike)

What is the ENABLE_GYRO=1 ?
 
So just to clarify, with the update, I see that different tire pressures will be red, orange, and green. Does that mean that optimum tire pressure is green? It makes sense because I'm beating all my records, and can finally get the tires working on the tuned RX-7
 
After trying a bunch of cars with the new V10 tire model, i'm totally blown away. I was bouncing back between R3E, iRacing and AC. I have to say the feel and FFB of AC is now tops for me. I think i'm gonna put R3E away for now and stick to just AC and iRacing.

This latest update is a huge improvement in FFB. They've really come a long ways since the beginning.
 
how do I stop Steam from downloading the new track? I don't want it.
Try formatting all your drives
--------------------------------
Quote from Aris (in the official forums)
Not much has changed in terms of optimum pressures in street/semislick tyres. On slick racing tyres, optimum pressures are now likely lower than before.
The way to use the app is very straightforward really. Just open the app, do 3-4 laps (especially on new semislicks that need more laps to get on temperature and check where your pressure are. If it's blue, it's too low and you need to raise your cold pressures. If it's orange red, it's too high and you need to lower your cold pressures.

As usual, our cars come with the original manufacturer real tyre pressure for road use.
This means that if you're going to do more than 2 laps, then FIRST THING you need to do, ALWAYS, is lower the pressures from 3-5psi, even more for semislicks.
It doesn't matter what tyres your car starts with by default, it will always have the original manufacturer tyre pressures for road use. So take care of that.
Don't overcomplicate things, just do 4 laps, check the app, and set the cold pressures accordingly.
 
Honestly guys, i don't know what do you feel different with FFB ? for me, AC's FFB has been the same since like 0.1 or so ...

Anyway, yesterday i was trying a car on AMS then i decided to check the new AC update with the same car ( 99% same physics), and AC's FFB nearly felt "bugged" to me ... i usually avoid these interdimensional trips, but it really blew me away (not in a good way).

Maybe i should check assetto_corsa.ini.
 
The there is quite a big difference between the Quattro A1 from 1982 and the version in AC, wich has basicly 300 HP more and was the last evolution of the Group B Quattro. Not to mention that aerodynamics came into play with the later version.
I never said that the Quattro from 1982 is in the game. I just wrote it needs a different driving technique and I tried the car today with 10% less balance to the front, left-foot-breaking in the corners and the handling is beautiful without the understeering i noticed yesterday on default.

All Audi Quattros at that time (still today) had some understeer-issues including the IMSA GTO and left-foot breaking with breaking bias to the rear is needed to turn the cars. Hans Joachim Stuck said about the GTO, that he couldn't drive good lap-times before he switched to left-foot-breaking and get rid of his RWD corner-drifting he used before. The AWD-differencial was in an early state at that time and understeer with AWD is still an issue today.
 
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I have finally had a change to sit down and fire up Assetto Corsa's new 'Highlands' track and I would have to say, for me personally, it's fantastic. I have only driven the long version so far with a few of my favorite cars at the moment and find the long Highland's version a most enjoyable cruise, road has some nice bumpiness and the scenery / township is top shelf work...to a point where some of the road and landscape scenic areas of the track reminded me of my home country scenery....and that long stretch of road by the lakeside on the long version of Highlands is just spectacular, it is a white knuckle drive when blasting down it in the Porsche 917/30 Spyder at 365km/h clicks...LOL.
I would like to take the time to thank the track artists for their exceptional work on this, and if this is the quality of work produced on a fictional track...I say, more please.
 
Dont now if this effect anybody
Assetto Corsa - Steam - "CPU OCCUPANCY > 99%" warnings after v1.12 update

ASSETTO CORSA·WEDNESDAY, 15 FEBRUARY 2017
EN - ITALIANO A SEGUIRE
FOR PC/WINDOWS USERS
With the new v1.12 update, we have introduced a new section in the "controls.ini" file located in your "Windows Documents\Assetto Corsa\cfg" path called "[FF_SKIP_STEPS]", that manages the force feedback update rate. The default value is now "0" instead of "1" and it overrides the old value located in the "assetto_corsa.ini" file (in the Steam game folder). This brings a more detailed force feedback and a better driving feeling. If you experience "CPU OCCUPANCY > 99%" warnings, please tick "Half FFB Update Rate" in the the UI Options -> Controls -> Advanced and this will bring the value back to "1". Not all the steering wheels can manage the maximum update rate, so no worries.
If you are using a very old steering wheel like the Microsoft Sidewinder or Saitek R440, or other hand-made ones, you need to open the "controls.ini" file, and set the "FF_SKIPS_STEPS" value to "4". It should look like this:
[FF_SKIP_STEPS]
VALUE=4
This should solve any "CPU OCCUPANCY > 99%" warnings related to the force feedback refresh rate.
Please always double check this value if you load controls profiles created before v1.12 update! In case, please create a new controls profile with the proper value!
Please note: For further assistance, refer to our Official PC support forum: www.assettocorsa.net/forum
 

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