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!
 
"dumbed down" (as someone else said) was exactly what I thought when I tried it out. It's gotten way too easy to handle.

I tried a few cars including the Lotus 125 S1 and could just do no wrong (even on hard slicks). I'm finding the physics to be a lot poorer. I hope I'm wrong about this...
F1 cars in sims have to be undrivable to be real?

Try Green track, disable TC for the car when you're in game, and have a look at the setup. By default 16º front wing, 18º rear. High downforce with those settings. But even this way, you can spin out in the slower corners without TC.

What about the other race cars in the game, other than exos s1, what's your opinion?
 
F1 cars in sims have to be undrivable to be real?

Try Green track, disable TC for the car when you're in game, and have a look at the setup. By default 16º front wing, 18º rear. High downforce with those settings. But even this way, you can spin out in the slower corners without TC.

What about the other race cars in the game, other than exos s1, what's your opinion?
I was driving it at 10 degrees ambient temp, green track, hard slicks, no assists whatsoever. Even in corners I could clumsily bang it down two gears with no consequences.

I tried the Nissan GT3 at length. It's too easy. Forgives anything. I ws driving that on "Old" track surface.

It's like there are assists on. I have to keep checking assists haven't turned themselves on.
 
The handling/tyres are far too safe now in AC, they have lost that magic feeling they once had in the sim :(

I am knackered, half asleep and have a cold (long day at work then some DIY as well) and not really trying but I can drive the Lotus 98T around Brands and better my RSR time easily. I cannot imagine driving this car can be like this, the onboards of Ayrton don't look like he was half asleep when driving this beast.

They have just lost their way catering to the console crowd.
 
Haven't had a chance to test it yet but I'm excited with the few "too much grips" comments posted :D

Race tracks by nature have a hell of a lot of grip, even comparing just going form Street to a race track, had an ae86 with 4agze supercharged took it out to a track day and was blown away by the amount of grip compared to street. Without clutch kicking it would almost be impossible to spin without driving like a deliberate donk and this was just a lightly tuned Street car. A proper built race car would multiply this effect even more.

I think a few people think race car = stupid HP and don't consider everything else that goes into suspension and downforce to make these cars stick to the road.

So to me more grip is a huge win, can't wait to try it!
 
I have never really got into AC,for me a very tweaked Gtr2 has been my go to Sim.But after spending last hour or so with new build I have too say I am impressed,I currently run with abs and TC off and green track as I like a challenge!realistic or not :).and really like the overall experience so far,well done devs.
 
I was driving it at 10 degrees ambient temp, green track, hard slicks, no assists whatsoever. Even in corners I could clumsily bang it down two gears with no consequences.

I tried the Nissan GT3 at length. It's too easy. Forgives anything. I ws driving that on "Old" track surface.

It's like there are assists on. I have to keep checking assists haven't turned themselves on.

Yeah okay.
Complete BS.
Post youtube video with you driving Nissan GT3 with old track surface.

I know you won't do it since you're keyboard warrior.

Post lap times with old track surface around any track at least.
So we can see the bs about being easy game.
 
About AI: I am still unsure about the improvement. I love mixed class races and that's where the main problem is for Kunos. Faster cars still struggle in corners behind slower ones, even wide long bends with 3 racing lines seem impossible to overtake.
In the same class the AI seems more reactive and competitive.
The only solution to succesfully combine race classes with good overtaking spots is to recreate the ai_fastlane by racing the track holding long enough to one side of the road in order to give the faster cars a gateway to overtake.
I did this for instance for the older version of the Le Mans circuit because even at the straights standard AI was swerving slowly but surely from one side to the other making it hard for faster cars to overtake. The downside is it is impossible to keep the ideal line and attack all apexes.
So a golden midway is to be found.
I will for sure start messing with some ai_fastlane files.
 
Considerable improvement in these tyres. In 1.4 many of the cars had a tendency to slide in corners. Currently the grip dynamics with car behavior and with how tyre temperatures evolve to the driving and types of corners is very well defined. Also in sim racing we are constantly talking about cars with new tyres and saying is too easy or dumbed down.

Haven't had a chance to test it yet but I'm excited with the few "too much grips" comments posted :D

Race tracks by nature have a hell of a lot of grip, even comparing just going form Street to a race track, had an ae86 with 4agze supercharged took it out to a track day and was blown away by the amount of grip compared to street. Without clutch kicking it would almost be impossible to spin without driving like a deliberate donk and this was just a lightly tuned Street car. A proper built race car would multiply this effect even more.

I think a few people think race car = stupid HP and don't consider everything else that goes into suspension and downforce to make these cars stick to the road.

So to me more grip is a huge win, can't wait to try it!
+1!
 
I can't say that i agree with the too much grip statement. I think its easier to recover with some cars.

The way i see it is that temps are working now, better temps leads to the optimum nature the tyres but we had all got used to bad temps. I can't speak for the older cars as i dont drive them as much tyres are really bloody good these days, without some sort of outside stimuli you have to make a mistake which cant be recovered.

That being said ive only driven road cars around tracks, ive got dozens of laps in sports cars but still they arent race cars so i cant comment on realism though my gut feeling says that it makes sense as it is.
Well i assume if something is messed up then we will see it fixed in May, until then ill enjoy it for what it is.
 
check out my previous posts. I'm hardly a "keyboard warrior". Why would I talk bs about this? As I said, check out my previous posts - I have been basically a big fan of this game.

"Even in corners I could clumsily bang it down two gears with no consequences.
I tried the Nissan GT3 at length. It's too easy. Forgives anything. I ws driving that on "Old" track surface.
It's like there are assists on. I have to keep checking assists haven't turned themselves on."

I don't care about your previous post history, I have critized this game as well but back up your claims with video / lap time.

If you're going to claim its too easy.

I like how people on internet think high downforce race cars were made with 1970/80 technologies that should kill you in every turn.
 
The GT cars are now more forgiving.... As long as the tyre temps are in the operating window. Beyond that it is really tough. More realistic now definitely. GT cars are very easy to drive IRL as well. I don't understand why they should be more difficult than this...?
 
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what an update!

less grip/more grip who cares, it's the same grip for everyone and the best driver still wins. Nothing compares to AC's immersion, I just want more cockpit controls (which they talked about for the future) like Automobilista or I racing has. Too much going on with my keyboard/mouse during a race with AC.

In game wheel controls that should absolutely be there already:
Roll-bar adjustment if the vehicle supports it
Option to display information like tire temp, sector times, standings, real time gaps. I know the information is there but I have to move my mouse and click while driving?? There's a bunch of button mappings you can't map to a wheel button, how are people not freaking out over this
Ability to request a pit and change tire pressure, petrol level, aero etc before entering pit lane
 
There is definitely more grip in GTs now, but I think that this is due to temps being corrected... Also, there is more grip while you have grip, once you lose it, it's way harder to recover. The aero thingy probably contributes as well, so there are no complaints about car behavior. I didn't have the chance to play with setups, but the whole setup stuff could change the behavior to be not so forgiving with fast sets... We'll see :)
 

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