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!
 
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...?
yeah, so easy :D more than 100 cars have been wrecked atleast since 2013.
 
Tried out a bunch of cars on a couple of tracks and i like the changes they've made. Pick a green track and realistic track temps and it's heaps of fun. Tried one GT3 (the Huracan) and it felt good too, not overly grippy at all, as you can still screw it up if you don't pay attention. And if i'm not mistaken the GT3 cars were a couple of seconds off the pace of their real life counterparts before, so i guess with the new found speed they posses it became more realistic.

Only first impressions though, more to come this weekend :)
 
yeah, so easy :D more than 100 cars have been wrecked atleast since 2013.

According to this article, at least the Bentley is fairly easy to drive (for a race car, mind you). They make them fairly easy so the amateur guys can still "grab them by the scruff" and "have confidence". Doesn't mean they won't get wrecked on occasion, mistakes happen in the heat of a race. I've never driven one, so I can't say.

http://www.topgear.com/car-news/british/driving-bentley-continental-gt3

"A point with which Duncan Tappy, another new ‘Bentley Boy’ and former British Formula Renault 2.0 champion, concurs. “The car fills you with confidence. You can grab it by the scruff of its neck and just get on with it. GT3 racing is about amateurs and gentlemen being able to just get in and drive, so yes, you can wring its neck out, but the Continental GT3 never does anything drastic. It ‘s very progressive: it doesn’t snap into oversteer on the exit of a corner, for example, so it fills you with a lot of confidence.”
 
  • Deleted member 130869

"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...

The Lotus 125 was the one car called out in the changelog regarding not being like the rest.
 
Initial impression the car (Huracan GT3 @ Monza ) is a lot more alive, and faster, on the limit its quite hard to get used to so far.

@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.
 
to people saying certain cars are easy to drive; put this in perspective.

it's easy until we get to the final few tenths. after that, it could be a formula vee and it'll still be hard to drive.

personally i didn't really understand all the fuss between tire models; the purpose is to extract the maximum and try to find where the limit is, not intellectually jerk off on a keyboard whether the modelling is accurate.

do you see blancpain teams bitching to pirelli because they went from a DH to a DHC compound? tire supplier brings the tire, drivers' job to figure out how to go fast. no different here.
 
Initial impression the car (Huracan GT3 @ Monza ) is a lot more alive, and faster, on the limit its quite hard to get used to so far.

@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.
Huracan is too fast on the straight, literally a GT1 car at Monza.
 
Huracan is too fast on the straight, literally a GT1 car at Monza.
Its not BOPed like it is in real life, it probably has the same power and weight setup as its first race in 2015 when it won @ Monza and set a practice time of 1:47.2xx which was bested by a 458 @ 1:46.xxx. Old GT1s where about 3-4 seconds faster and reached well above 280 kph.

At the limit the car is NOT a cake walk, but what do I know, Im not a Grasser Race driver just an average simracer :p

Anyway anyone can help with my stutter problems?
 
Initial impression the car (Huracan GT3 @ Monza ) is a lot more alive, and faster, on the limit its quite hard to get used to so far.

@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.
Check your fps while driving or racing in single player. A fixed fps is often better. Set it in main menu.
Lastly you could rename the folder from Documents to get new user settings.
 
Its not BOPed like it is in real life, it probably has the same power and weight setup as its first race in 2015 when it won @ Monza and set a practice time of 1:47.2xx which was bested by a 458 @ 1:46.xxx. Old GT1s where about 3-4 seconds faster and reached well above 280 kph.

At the limit the car is NOT a cake walk, but what do I know, Im not a Grasser Race driver just an average simracer :p

Anyway anyone can help with my stutter problems?
Fixed FPS (FPS limit) at 60 (if you have 60hz). Try that. Works for me.
 

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