Assetto Corsa v1.5 Released

Paul Jeffrey

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Assetto Corsa V1.5 Pitstops.jpg

Kunos Simulazioni have just made available the much anticipated version 1.5 of Assetto Corsa for Windows PC.


The new update is available to download now via the Steam network and contains a number of impressive improvements to both the visual and technical side of the title.

WATCH LIVE: First gameplay live on Twitch TV.

Version 1.5 brings some interesting and highly requested new features to the title, not least of which is the new pitstop functionalities allowing fuel and tyre changes as well as damage repair in both single and multiplayer environments. This is big news for racing fans and will no doubt add another layer of immersion to the racing title.

On the physics side of things all cars in game have now been upgraded to bring all vehicles in line and using the latest tyre model introduced recently allowing "more realistic load sensitivity, a variable grip curve after peak, closer performance level between compounds, a brand-new surface and core heating model as well as more realistic heating operation range."

Released alongside this new update is the second free bonus pack to be released for the sim which brings Black Cat County, a new fictional road course as well as 3 new cars in the form of the Corvette C7 Stingray, Ford Mustang and Fiat Abarth 595.

Full Changelog for Assetto Corsa v1.5:
  • New Abarth 595esseesse and S1, S2 upgrades
  • New Ford Mustang GT 2015
  • New Corvette C7 Stingray
  • New Black Cat County track
  • Nurburgring gp circuit updated
  • Nurburgring gp circuit now with 4 layouts
  • Silverstone circuit updated
  • Monza circuit updated
  • Spa circuit updated
  • Nurburgring Nordschleife circuit updated
  • Nurburgring Nordschleife endurance cup layout added
  • Mugello circuit updated
  • Magione circuit updated
  • Imola circuit updated
  • Drift circuit updated
  • Vallelunga circuit updated
  • Vallelunga classic layout added
  • Vallelunga circuit (all layouts) now has 24 car slots
  • Activated time progression in Multiplayer
  • All cars updated to Tyre Model 7
  • Pitstop are now available in single player races
  • Damage is now visible in Multiplayer mode for remote cars
  • Launcher: steam overlay support disabled due to stability issues
  • Launcher: re-instated multi-process mode for CEF due to stability issues
  • Launcher: changes to memory usage policy, more aggressive memory releasing thresholds
  • Fixed Lamborghini Miura gearbox damage
  • Updated drivetrain upshift and downshift timings for all cars
  • F6 inside cameras use internal sounds
  • Free camera now honours distance multiplier for sound attenuation
  • Of all Drivable cameras only Cockpit uses internal sounds
  • Transmission sound can have its own volume (by default it shares engine volume, otherwise it uses the TRANSMISSION value set in audio.ini)
  • Gearshift sound shares engine volume
  • Backfire sound shares engine volume
  • Fixed car sound when bottoming out
  • Realtime app shows lapped guys (blue) and lapping guys (green)
  • Fixed FuelLapEvaluation function
  • Fixed fuel consumption on turbo engines
  • Fixed inconsistency on UI tech specs
  • Modding : added FormCamera functionality to associate internal/external soundset
  • Modding : added console commands "observeLights" and "observeFlames" (work as observeDigital); EDIT_MODE is deprecated
  • Modding : added Digital Instrument KERS_CHARGE (percentage)
  • Modding : added Digital Instrument TOTAL_LAPS (if session is not race then "---")
  • Modding : added Digital Instrument CURRENT_LAP
  • Modding : added Digital Instrument EST_LAPS (if est is less than 0 then "--.-")
  • Modding : added Digital Instrument AMBIENT_TEMP
  • Modding : added Digital Instrument FUEL_CONS (UNITS: MPG_UK, MPG_US, L100 or "Kms per Liter" if missing)
  • Modding : added Digital Instrument PLACE_HOLDER to avoid fixed digits on texture (use TEXT)
  • Modding : added ON_BOARD_LOOKBACK_OFFSET in car.ini
  • All tyres now use V7 with brand new heating values (beta: except Exos F1 tyres yet)
  • All tyres now use V7 with brand new falloff level and speed (beta: except Exos F1 tyres yet)
  • Changed all tyres flex and pressure relation.
  • Changed all tyres footprint and pressure relation
  • Modified global aero efficiency with yaw angle. Works on all cars
  • Added new aero.ini version=3 with new YAW_CL_GAIN values that can stall wings depending on yaw angle
  • Yaw angle stalling wings and diffusers for GT2/GT3 cars and Mercedes C9 and Lotus 98T
  • All GT2/GT3 cars now have minimum height 55mm
  • 200,400,500,1000,2000 meters drag circuits now available
  • Modding : ksPreviewBuilder added to sdk/dev folder
  • Python Interface:
    • initFont(fontfamily, italic, bold)
    • setCustomFont(fontfamily, italic, bold)
    • getCameraMode()
    • setCameraMode(acsys.CM)
    • getCameraCarCount(carId)
    • setCameraCar(F6 camera index, carId)
    • focusCar(carId)
    • getFocusedCar()
    • getServerName()
    • getServerIP()
    • getServerHttpPort()
    • getServerSlotsCount()
    • isCarInPitline(carId)
    • isCarInPit(carId)
    • isConnected(carId)
    • getCarBallast(carId)
    • getCarState(carId)
    • eKersCharge
    • eKersInput
  • totally revamped backfire system (will not break mods)
  • added new F1 "dash camera" and "Chase camera #2"
  • CameraManager : fixed issue globalCameraIndex
  • Fixed Camera selection on Replay Interface
  • Fixed CameraApp to reflect Dash and Chase changes
  • Fixed Camera system messages
  • Fixed Random camera wrong cameras + message
  • added CameraOnBoard offset to avoid car parts on view
  • added new driver model with lod
  • added Fuel Lut to solve issues with several cars gauges
  • SharedMemory : added new members
  • SPageFilePhysics
    • float turboBoost = 0;
    • float ballast = 0;
    • float airDensity = 0;
  • SPageFileGraphic
    • int isInPitLine = 0;
    • float surfaceGrip = 0;
  • SPageFileStatic
    • float maxTurboBoost = 0;
    • float airTemp = 0;
    • float roadTemp = 0;
    • bool penaltiesEnabled = false;
    • float aidFuelRate = 0;
    • float aidTireRate = 0;
    • float aidMechanicalDamage = 0;
    • bool aidAllowTyreBlankets = false;
    • float aidStability = 0;
    • bool aidAutoClutch = false;
    • bool aidAutoBlip = false;
  • fixed several cars still featuring dashboard "floating" digits
  • fixed car scraping volume
  • added first implementation of Force Feedback Post Processing (docs in cfg/ff_post_process.ini)
  • improved camber calculations
  • improved tyre heating on low friction surfaces (grass,sand etc)
  • added new "Tyres" app
  • Server lap counters and lap times are now 16 bit unsigned ints allowing super long sessions/races
  • Ford GT40 fuel tank position fixed
  • revamp of all digital displays and script
  • revamp of analogue gauges
  • Lamborghini Huracan GT3 3D model tweaks
  • Lotus Exige S model tweaks
  • Various LOD fixes across the entire vehicle content
  • BMW M3 GT2 3D model tweaks
  • Roof on the LaFerrari is now customizeable
  • Emissive values tweaked on some cars to improve visibility with PP off
  • Various skin issues fixed
  • PP preset improvements
  • Improved AI behavior in traffic
Don't forget to check out our RaceDepartment Assetto Corsa forum for all latest news and discussion.

Our Racing Club offers daily quality racing across a selection of cars and tracks within the sim.

Have you tried the new update yet? How do you find the new cars? Enjoying v1.5? Let us know in the comments section below!
 
I expected some realistic road from America, just like we can enjoy on American Truck Simulator at Nevada and I find this big ass sings that totally kill the immersion, we already knew physics were being dumbed down but it was really necessary to include Need For Speed looks to a fantasy road?

MPrwt6l.jpg
Note to Stefano Casillo who just implemented huge mathematical improvements to:

Tyres
suspension
aero

Assetto Corsa's physics are dumbing down...because implementing algorithms to represent real-life physics behavior ALWAYS dumbs a game down.

:whistling::rolleyes:

Seriously, you must be one of those "sim purists" who thinks that just because a game reaches out to a broader audience it looses sim credibility. You might want to remind yourself that the physics model JUST WAS IMPROVED to reflect even more realistic forces on the tyres, and that Brembo may be helping Kunos develop a brake algorithm in a future game build.

That's right...this is too much physics for you :mad:
 
The 88 McLaren had just over half the power output of the 98T ofcourse it's easier, and we don't have the same references as Prost on a car difficulty.

But you can't defend the 98T on AC, that thing can corner at 6G, which is not normal for cars from that era.

Just for a reference, 2010 cars were on rails in high speed corners and barely went over 5.5G.
In what conditions you achieved 6G with the lotus 98t, in 1.5?
 
What's the car engineer app telling me with regards the dampers, what do those figures relate too?
The values there are for slow damping and it's percentage of "critical damping" for given spring, so "1" is critically damped. (the wheel has no oscillations after initial deflection and returns to default position in fastest time)

The thing with the Vette (and some other racecars in AC) is that the slow dampers are used to control pitch (and roll) as well as getting more heat into the tyres, both usually accomplished with stiffer slow bump damping.

The idea that bump should be lower than rebound for racecars comes from road holding perspective (especially on low downforce cars)... the problem is that as downforce goes up this is less of a concern and, as far as AC cars go, we don't know the threshold speeds and fast damping values of these dampers. It is quite likely that they have lower both threshold and damping for fast bump than rebounds, which would give 1:1 or even lower bump/rebound ratio when driving on bumps. Also idk how that app handles progressive springs, if not at all, it could skew the numbers further if the car in question has them.

So even thou the car engineer app give a "wtf" numbers the dampers probably work "ok" in the filed.
 
After a few setup tweaks I tried the 98T on 70% boost Soft tyres, Track optimum ambient 20°C and managed 1.16.381.

On lower fuel and Quali tyres same track conditions in did a 1.13.169. See video below for those laps.


So I am way off the pace but miles faster than previous versions of AC, there is some more time left as I only did about 10 laps total but I can't see me getting 1.06. The fastest on RSR livetiming is a 1.05 I am currently 13th on there with that quali time which would of qualified me 23rd for the real world race behind Johnathon Palmer in a Zakspeed the Lotus bosses would not have been happy! See https://en.wikipedia.org/wiki/1986_British_Grand_Prix for race details. It's amazing to see the massive difference between first and last in those days 6-7 seconds at Brands.

What does this prove, well I am not really sure other than V7 tyres are miles quicker than the previous incarnations and I still don't have the sensation I am in a turbo F1 car although I did enjoy the run a bit more I still felt like I was attempting to master a game rather than a car.

You are driving softest tires on optimum track with what looks like understeery setup, yet you complain about lack of "challenge", obviously you are not pushing the car hard enough on these super grippy (most likely unrealistic) conditions to get the car "floating".

Bundle says that the car is "easy to drive" and grips very well, obviously he wasn't pushing.

You also forget that one the main "challenges" on these cars were brutal steering wheel forces and G forces.
I guess everyone here (unless there are professional drivers lurking around?) would be struggling to get the heat into the tires because of physically/mentally unfit body in the first place, not even worth talking about exploring the limits.
We don't have neither of these challenges when simracing.

You have only provided personal opinions/impressions.
Cars in AC are now more have more grip (maybe too much ?) under the limit. Over the limit the tires are more snappy and require more work with inputs (compared to 1.3/1.4), but still fairly easy to recover if you act quick enough, tank slappers are back again. Racing/performance tires doesn't feel like super progressive squishy road tires that grips always the same despite slip angle and that is a step to the right direction.
 
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That shouldn't be possible in any conditions.
I've seen that 6G posted in several places now, and have no idea how people arrived at it even for 1.4.3.

In a absolutely best situation, on a flat 100% grip track the car does 4.6g top. And thats in very unusual conditions. In race trim ~3.5g is as much as you can expect out of it.
And that's on 1.5.3 version, 1.4.3 had a bit less grip i feel... in my wr run at nords some time ago i had 5g once in a corner with compression and camber. (which still should not fly irl due to bottoming up/aero stalling, but thats kind of another story).

Not saying 98t is completely "fine" but I'd love to see actual screenshots of that "6g" at any game patch.
 
current cars have more downforce than any car from the 80s and 2008 is the peak of downforce in formula 1 history
How do you know? Documents?

All i know for sure is back when senna was competing it was a very physically demanding sport. Now, they don't even break a sweat in these cars and a number of the top current drivers have said they want more of a physical challenge.
Mechanical grip lower?
 
I've seen that 6G posted in several places now, and have no idea how people arrived at it even for 1.4.3.

In a absolutely best situation, on a flat 100% grip track the car does 4.6g top. And thats in very unusual conditions. In race trim ~3.5g is as much as you can expect out of it.
And that's on 1.5.3 version, 1.4.3 had a bit less grip i feel... in my wr run at nords some time ago i had 5g once in a corner with compression and camber. (which still should not fly irl due to bottoming up/aero stalling, but thats kind of another story).

Not saying 98t is completely "fine" but I'd love to see actual screenshots of that "6g" at any game patch.

I posted a telemetry pic in AC forums some months ago, cornering at steady 5,5G (with peaks around 6G), with medium tyres and not even max wings (but low ride heights). It was at old Estoril T1, I think the track was some Codemasters version. I would gladly post the picture here for you, but I'm not longer welcome in their forums. The problem with pre V5 tyre models is that, even if the tyres felt more slippery in slowish corners, at high loads (aka fast corners) they were much, much more grippy, as they had almost no load sensitivity effect.

Cant talk about 1.5 version though, if it has V7 tyres I guess the car can't corner so fast in fast corners anymore.
 
This is funny, i played a bit with those new tyre params on a mod car and it confirms my feeling concerning the grip; i set them in a way that tyres would lose like 20% of the grip right after the limit, and i tried to do some decent laps, not pushing too hard, but not cruising either. There is nearly no difference, you don't feel that you are getting close to the limit at all, you just need to do a stupid move with the wheel to lose all the grip instantly.

But, anyway on this car like many other cars including "official" ones, rear tyres rarely reach that limit to observe the effect they tried to implement.

The problem with AC physics is hidden deeper in the engine, you really need to "cheat" with the physics to get something close to what you want to achieve.
 
This is funny, i played a bit with those new tyre params on a mod car and it confirms my feeling concerning the grip; i set them in a way that tyres would lose like 20% of the grip right after the limit, and i tried to do some decent laps, not pushing too hard, but not cruising either. There is nearly no difference, you don't feel that you are getting close to the limit at all, you just need to do a stupid move with the wheel to lose all the grip instantly.

But, anyway on this car like many other cars including "official" ones, rear tyres rarely reach that limit to observe the effect they tried to implement.

The problem with AC physics is hidden deeper in the engine, you really need to "cheat" with the physics to get something close to what you want to achieve.
Then I await your own simulator with 100% perfect real to life physics...

If you dislike the game so much why are you still modding for it? If rF2 is so superior why are you not modding for that?

I just don't get it. If you don't like it don't play it.
 

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