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!
 
dear all
i like so much this v1.5 released

i wanna ask this begging pardon if i'm wrong on in the wrong place
(in case please suggest me where to ask)

FIRST
I've found that on major parts of mod cars with v.1.5 there is a strange feeling on tires and handling.
It's something that can be managed by user (settings and so on) or we need an update to AC.1.5 from the mod creator ?

SECOND
i use oculus DK2 and starting with v.1.5 it seems that a lot of mods have the driver of the car that is placed to near to the steering wheel, so when you drive with Oculus you can felle and see parts of the body of the car driver between you and the wheel.
There is some file .ini that must be modified ?

Sorry to jump in here with these questions, but seemed to me the proper section
ciao
 
dear all
i like so much this v1.5 released

i wanna ask this begging pardon if i'm wrong on in the wrong place
(in case please suggest me where to ask)

FIRST
I've found that on major parts of mod cars with v.1.5 there is a strange feeling on tires and handling.
It's something that can be managed by user (settings and so on) or we need an update to AC.1.5 from the mod creator ?

SECOND
i use oculus DK2 and starting with v.1.5 it seems that a lot of mods have the driver of the car that is placed to near to the steering wheel, so when you drive with Oculus you can felle and see parts of the body of the car driver between you and the wheel.
There is some file .ini that must be modified ?

Sorry to jump in here with these questions, but seemed to me the proper section
ciao
I am now really enjoying 1.5 too. It seems a lot better.

Concerning your view, would the problem be that there are now, in 1.5, two cockpit views: one is modifiable and the other is fixed/non-adjustable. Are you simply in the fixed view?
 
There is an ini that needs changing, driver3d.ini tells which objects to hide in first person view and they changed the driver model a bit. I haven't personally tested what they need to be now. But Formula K files says:

[HIDE_OBJECT_0]
NAME=DRIVER:HELMET

[HIDE_OBJECT_1]
NAME=DRIVER:GEO_Driver_FACE
 
Hmmm, launched AC since quite some time again and was quite surprised.
Brakes are still a complete mess locking up way too early with way too little travel of the brake pedal, but that has been an issue for me since the early beginning.
Rest felt fine, no more "CPU>99% warning", no weird netcode (although i never really suffered from that) and the race was astonishingly clean except T1, but hey it was Monza :D
 
Yes I liked the new tire model a lot. There was WAY too much grip in previous versions. Now it feels a lot better and once I modified the txt file to enable 8x AA it looks a little crisper, some textures are sill blurry, I don't know how to fix that, even with 16x AF. But yes, it is in a better place now. I agree with you xnorb, it locks up a little too easily, and I have the brake gamma to the max, not sure if i need to customise something else on that.

@Arkadiuz
The Eau Rouge up-hill was a major problem in this game. You could take it flat-out in just about every car. Now it is actually a turn that you have to pay attention to, well not in high downforce car, but in all other cars. A lot better now.
 
G27
You can read "pump the brake pedal a few times before leaving pits" quite in several posts all over the internet as apparently AC tends to forget the pedal travel (or for whatever reason that solves that issue for some)

Brakes in AC are way more sensitive for me than in any other sim.
No matter if AMS, iRacing, rF2 or R3E i have never experienced lock up braking at top speed with 50% pedal travel, but in AC that was possible.
My race yesterday i not even once put the pedal down fully and still had locking tires.

Maybe all other sims apply some brake gamma or lower brake power, don't know.
 
Don't have that problem at all although I do have a load cell brake. Lock-up occassionally on cold tyres but rarely after that. What pedals do you have?

I have CSR Elite's with load cell and in some cars the brakes lock up very easily for me. Did a race in the 2-eleven GT4 this past weekend and if I gave more than 50% brake (according to the pedals app) the fronts would start to lock up and I'd start losing steering ability. I've tried adjusting the brake gamma, it helps a bit but doesn't fully cure the problem. I can barely drive the BMW E30, more than a dab of brake causes the rears to lock and spin the car around.
 
G27
You can read "pump the brake pedal a few times before leaving pits" quite in several posts all over the internet as apparently AC tends to forget the pedal travel (or for whatever reason that solves that issue for some)

Brakes in AC are way more sensitive for me than in any other sim.
No matter if AMS, iRacing, rF2 or R3E i have never experienced lock up braking at top speed with 50% pedal travel, but in AC that was possible.
My race yesterday i not even once put the pedal down fully and still had locking tires.

Maybe all other sims apply some brake gamma or lower brake power, don't know.

I used to use G27 pedals with the nixim mod but the brake feel in AC was also very good with those. Does reducing the sensitivity in the profiler help at all. I don't remember what I used to set it to unfortunately.
 
Mentioned before, still have this brake locking issue in AC too (fanatec elite loadcell) -- but only with some cars.
For example, braking is good in the much improved exos; no problem.
Jump in the 650s gt3 (abs off), and there's a problem. I have to brake like miss tippy-toes in that car (and others) or it locks up braking 50%. Can't stomp on the brakes as it should be done.
 

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