Assetto Corsa v1.5 Released

Paul Jeffrey

Premium
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!
 
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.
I don't think the tyres are the problem, Aris was talking about aero stalling being introduced, ive not looked into it so i dont know if its an extra parameter or if its been thrown onto everything but it may explain the stupid moves results in the grip loss.

With this update i think less compromises need to be made though im not too fused about that especially when there are other areas where figures are guessed, could be calculated guess work or flat out random guessing, prime example is the MP413. We know very little about a lot of things in F1, even with experience and a vast array of knowledge some stuff is guessed. The results of that could be good, could be bad
 
And there are people that only praise AC and its "i don't know what", a balance is needed :D
I understand 100% praise can be just as bad sometimes but I just don't get the constant evil negativity not just for this sim but in all of the sim racing "community". The constant "this doesn't feel right" or "that is not natural" often from people who haven't even been within arms length of an actual race car.

I just don't understand why people can't accept something for what it is. If it isn't real enough for you then why bother with it. Move on a go find something that is real enough for you. It's not like there is only one single sim to play.

I'm not a physics expert and will never claim to be. Nor am I a driving expert and will never claim to be. I do have a few tracks days under my belt in various cars and no part of my testing AC last night felt "unnatural" to me.
 
I don't think the tyres are the problem, Aris was talking about aero stalling being introduced, ive not looked into it so i dont know if its an extra parameter or if its been thrown onto everything but it may explain the stupid moves results in the grip loss.

With this update i think less compromises need to be made though im not too fused about that especially when there are other areas where figures are guessed, could be calculated guess work or flat out random guessing, prime example is the MP413. We know very little about a lot of things in F1, even with experience and a vast array of knowledge some stuff is guessed. The results of that could be good, could be bad
It's maybe also related to the camber fix, i think the camber angle calculation itself is wrong, the fact that you lose so much grip when you ride kerb is a good indicator (still have to check the telemetry), but i see huge DY spikes when riding kerbs (needs big camber grip gains though +5%)
 
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.
Ah yeah, found the pic... although it's "spiking to 5.5g with steady at 5.25g" :p ...anyways, i've noticed that you had 25281N of load on the tyres there, while in 1.5.3 I could only get it to 19744N on flat track with maxed downforce (diffusers included) and same speed, so it's probably not only the load sensitivity but also downforce and banking too.
The car looses something like 1000N of downforce due to yaw sensitivity now... can't find the remaining 4500N - could it be banking/compression?

Regardless, thanks for the answer! :)
 
They did indeed, the equation is doing what it's supposed to do. But, the problem might be with the camber angle calculation itself, maybe it's not using the right reference.
The right reference being a piece of tarmac or concrete, not only at a crazy angle relative to the car body but also many crazy angles relative to itself within the contact patch area. Maybe you underestimate the task here?

Wouldn't simply making the DY/Camber equation stay flat beyond say -8°/+8° prevent most of the huge DY spikes on curbs?
 
The right reference being a piece of tarmac or concrete, not only at a crazy angle relative to the car body but also many crazy angles relative to itself within the contact patch area. Maybe you underestimate the task here?

Wouldn't simply making the DY/Camber equation stay flat beyond say -8°/+8° prevent most of the huge DY spikes on curbs?
As i said, i haven't checked yet ... all i noticed so far is some huge DY changes on kerbs, and maybe it's related to the camber calculation :)
 
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.

I understand the point you are making, BUT that is not MY point or issue. Lap time is not my main goal here. If no one is professional enough on here to find the point where these cars become more realistic and exciting then obviously Kunos have missed the mark.

The whole experience of the 98T in AC does not get across that you are in said car. There is no excitement or anxiety when you are sat in the pits ready for a hot lap, am I going to get round Paddock Hill bend? Am I going to get through Wesftfield or Sheene? The problem is you know you are it just does not get across the excitement of that car. The reason why I am disappointed is that this the car that got me into motorsport with the images of Senna around Monaco etc. I wanted it to be so good.

"You also forget that one the main "challenges" on these cars were brutal steering wheel forces and G forces"

Where are these forces in the wheel? my Megane sport has more force through the wheel, after 10 laps it did not feel physical at all just like I was playing a game. After a run on quali tyres I should feel the extra grip physically but somehow it only only manifests itself in the lap time and visually.

I am sorry but I do not feel like I am driving a 98T.
 
can we stop with fanboyism and with the I'm faster so the game is better now thingy and go back to the discussion of whether the cars are handling realistically as they should and would in real life or not?

assetto corsa is a simulator or was supposed to be one, unless the devs decided to take a different direction because of the console release and to appeal to a broader audience. and if that's the case - and nothing wrong with that - they'll lose a lot of support from sim racers that, like me, were early adopters of the game and were looking for a simulation experience - and so far we were getting one and the future was only telling it would get better and better with the updates, not dumbed down or nerfed.

good. now that we're on the same page, I'm gonna give my feedback:

first of all, I don't know what to think and I'm looking for references and opinions.

one part of me likes a lot the new tire model. I think it reacts more realistically with the temperatures, you can feel your tyres better, almost like on rF2, when you're losing grip with overheating or when they're cold, and when they're at their optimal.

the other part think or feel there's too much grip even with the track on green. but I'm not sure.

I don't think the GT2's and GT3's are easier to drive this time around, but they're faster. I'm getting better lap times like everyone else, but I'm still losing control if I'm not too careful on the brakes and on the throttle.

kerbs feel deadlier now.

I don't know. I'm confused.

looking for more feedback and real opinions.
 
This, though, feels like driving a 98T

Nailed it Qazdar, how did I even forget about that video I have watched it many times! That is how I perceive the 98T to be. Niels knows!

Not a lap onboard but I think you can see how Senna is having to work you can hear him keeping the turbo on boost which is what he used to do in that era. That looks like a car I would have some trepidation even starting up never mind trundling onto the circuit!

 
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.
Without pushing hard how could you judge car behaviour up to the limit?
Sorry but, doing "stupid move with the wheel to lose all the grip instantly" it's not a credible and scientific way to state that there is a problem deep in the physic engine.
 
Speaking of turbos, Mercedes C9 is a neat monster ;) All the hate love going to the Louts 98T, but the C9 still has a word to say.

But for who doesn't feel the 98t isn't a 98t, is it because of ffb information from the car to your wheel, down to physics, or down to tyres? What of those things you think aren't made right?
And has anyone raced the lotus 98t for at least minimum 5 laps since 1.5? Because one thing is the handling in 1-2 laps alone on the track and another over the span of multiple laps with the tyres wearing down and opponents on track.
 

Latest News

What would be the ideal raceday for you to join our Club Races?

  • Monday

    Votes: 34 15.6%
  • Tuesday

    Votes: 27 12.4%
  • Wednesday

    Votes: 30 13.8%
  • Thursday

    Votes: 28 12.8%
  • Friday

    Votes: 76 34.9%
  • Saturday

    Votes: 124 56.9%
  • Sunday

    Votes: 87 39.9%
Back
Top