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!
 
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.
You simply didn't get my point, i'm clearly not making a physics bug report or whatever ... i didn't drive on the limit on purpose, to verify my previous statement of the on/off grip behaviour, you don't need science to say that a tomato is red.

So now we are speaking about excellent turbo F1 car simulation in a sim engine that does not simulate turbo at all. Isn't that a bit selective way to look at the simulation..?
AC's turbo simulation ... please.
Anyway, 'Turbo or not' is not the problem, it's mainly tyres, aero behaviour and suspension, what you saw on that video, you can't have it on AC, it's either fast and planted, or sloppy and slow, there is no middle ground in AC.

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!
I (like others) really tried everything to get something similar to that on AC, but there is absolutely no way (without cheating). Racing cars in general have never worked on AC anyway, all of them end up on rails and not interesting to drive, because there is no other way to match the real life pace with a twitchy behaviour. And this is what makes me think that the problem is somewhere deep in the engine, something we do not control.
 
I just can't believe you guys are driving the same 98T as me, cause my copy of AC has the one where if I press the throttle a certain amount and leave it there, the car accelerates to about 5000 rpm and then violently spins 180 degrees. There's nothing safe or gentle about that engine.
 
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.
It doesn't sound like you have ~20nM wheel to simulate such car steering forces.

This, though, feels like driving a 98T

The car appears to drive like a boat , smoothly yawing (oversteering) all the time (this is in general how GSCE/Automobilista over the limit feels).

Not even similar to RL 98T onboard vidoes where the car overall is very stable, but somewhat snappy and requires very fast corrections. Example:
 
You simply didn't get my point, i'm clearly not making a physics bug report or whatever ... i didn't drive on the limit on purpose, to verify my previous statement of the on/off grip behaviour, you don't need science to say that a tomato is red.
Maybe I did not get your point, but stating that there is a problem deep in the physic engine when driving to the limit giving for proof some stupid moves with the wheel to lose all the grip instantly, using your tomato's analogy, it's more like saying the tomato is bitter without tasting it :)
Whatever, we're too much off topic here, so before admin warning, I do not want to say that some aspects of AC physics do not need improvements and refinements, but overall the last update brought all cars with a TM that allows tyre temps inside the operative range while racing, instead of the eternal stone cold tyres of the previous TM.
 
You'll be glad to hear I have wasted enough time on this. I genuinely hope that those that enjoy AC do and continue to do so, I will revisit it at some point in the future when maybe the Version 8 tyres arrive. It's been interesting and informative to hear the different view points made by some of the more enlightened posters, but at this moment it is not for me.

Peace out keyboard warriors! :)
 
You'll be glad to hear I have wasted enough time on this. I genuinely hope that those that enjoy AC do and continue to do so, I will revisit it at some point in the future when maybe the Version 8 tyres arrive. It's been interesting and informative to hear the different view points made by some of the more enlightened posters, but at this moment it is not for me.

Peace out keyboard warriors! :)
Because of just the lotus 98t? What about the mercedes c9 and other types of cars?
 
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.

Doesn't your Megane have electronic power steering?

Anyhow, I recon you are setting something up wrong as I definitely feel a big difference and after racing on the limit for 2 hours I still feel my arms the next day and that while I am pretty trained.
 
What simulation value can a game have when it doesn't even simulate brake temperatures and even the head developer of such game, which aims to be a simulator or at least claims it, has to wonder and ask for help to his users to know if it should be their top priority.
That's how you put it.

When I hotlap in Automobilista, rF2, pCars more or less I forget brake temps apart from initial warm up lap. That doesn't sound like a "simulation value" breaking situation.

There are plenty of users that prefer other features implemented first.
 
The car appears to drive like a boat , smoothly yawing (oversteering) all the time (this is in general how GSCE/Automobilista over the limit feels).

Not even similar to RL 98T onboard vidoes where the car overall is very stable, but somewhat snappy and requires very fast corrections.

700ish hp in a random race lap vs over 1200hp, qualy tyres and qualy laps... not exactly the best comparison eh.
 
What simulation value can a game have when it doesn't even simulate brake temperatures and even the head developer of such game, which aims to be a simulator or at least claims it, has to wonder and ask for help to his users to know if it should be their top priority.
The fact that you mention "simulation value" in your argument turns it into a weak one IMO. Stefano is asking us what we like to see in a democratic way, if you are annoyed when others don't share your opinion, i'm really sorry but that's just how it works. I prefer realistic vehicle behaviour over cooking my brakes in a couple of turns really.
 
Stefano gives a list of features that will likely end up being implemented into AC someday, and directly asks the community to vote for which one they want most so that he can prioritize and schedule their implementation. You have to be one hell of a hater to even begin to try to spin that type of community involvement into a negative.
 
yeah, making a pool and then directly say they guarantee for nothing to be even added in the game. What kind of pool is that plz?

and for a -in most cases true- comment, i got banned
(The only statistics you can trust are those you falsified yourself)

Hilarious.
 
@Radu Oros I hope you can help, Im having micro stutters (while holding solid 70 fps offline for now) with the new graphics update. I've reset the resolution and removed pp and still nothing, has anyone else found this and do you have a solution.[/QUOTE]
Yup, it seems like the frigging stuttering is back. If you have an Nvidia card, nvidia Inspector could help. If you're running AMD then I'm not quite sure how to address it.
 
The update is great but the AI is still dumb as sh!t. Found that some AI cars retire for no apparent reason and had one instance where some R8LMS Ultras were going down a straight at snails pace not overtaking but just crawling in line. The more "clever" ones do put up a fair fight though...
 
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700ish hp in a random race lap vs over 1200hp, qualy tyres and qualy laps... not exactly the best comparison eh.
Lazarou was complaining about lack of challenge when running 70% boost with quali tyres & optimum grip in AC. Yet in RL non quali tyres and not optimum grip and with those 700hp the car is very stable, where the main challenge appears to be G forces and steering forces (very active over bumps - which is not seen in Automobilista because of flat tracks?).

Above suggests that 98T is fairly easy/smooth to drive under the limit when running lower boost option(considering the exclusion of steering/G forces). Which is opposite what Lazarou was suggesting/expecting.
 
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