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!
 
Repost of my blog entry...

Assetto Corsa 1.5 First Impressions
Today is the first day I have dreaded having to stop playing Assetto Corsa. Every car I tried (Cobra, F40, GT40, Lotus 49, Yellowbird, Fulvia and SLS) felt great even without making any changes to the default setup. Sounds are much improved. The Black Cat Country track is superb. AI appear to be adequate for my purposes.

More testing needed but I have to say 1.5 is looking very promising indeed, especially given the nice selection of high power historic tin tops which are my favorite vehicle type by far.
 
There is definitely something wrong with the latest update. I somehow qualified 5th and finished 3rd :). This was with a car that I haven't driven much (R8) on a track I am usually terrible at (Spa). The car got a bit wonky on me at Campus, but I think I was experiencing the stalling of the front splitter (or yaw effects).

The new update may fit my driving style a bit better. We'll have to see if I am back in my usual position in the results after the fast guys get more time with the update.
 
  • Deleted member 130869

The graph showed that while i was getting the stutters, tried it with the fps limit and still nothing same as before. Ugh.

I read somewhere in the forum a mention made about the OVI rivali or something HUD/UI causing stutter. Maybe you have that HUD?
 
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...?
This.
Same applies to road cars with semi-slicks.
The cars are now faster on fresh tyres because they keep a decent tyre temp range.
I did some laps with the 458 (road car) in Vallelunga, I was about 0.7 s faster than before at the beginning but after 15 laps the rear tyres were gone, it was like driving on ice. Before the update the tyres were always never over 70° building up massive graining after few laps, though they definitely lasted longer.
 
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I know this is partly due to an upgrade from a HD4850 to a GTX960 and the associated graphics options cranked up, but.... Flames!!

Love this update and that I can enjoy how good it looks. The cars feel good to drive. The problem now is too many sims too little time eh @Gareth Messham ?!
 
The tunnel sound effect in replays pisses me off, especially on nords, there are trees around you, not walls. My only complaint really. As for people going "it's too easy now", you're probably not going fast enough.
 
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Ok one last question, it's 4am here and my pain killers are finally kicking in so I want my bed lol

What's the car engineer app telling me with regards the dampers, what do those figures relate too?

Numbers are most likely "clicks". Dampers themselves are pretty straight forward though, they control the speed at which the spring extends and compresses. They "dampen" the spring.
 
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No one fells that the reverb effect is too much?
I mean, every time I'm near a wall it's like having another car side by side....

They said they were working on reverb and right now is just a basic implementation. So it'll be improved in future patches. But yes, until then it'd be nice to have an option to turn it down because right now it's pretty over the top. :p

My general impression of the update is great. Took the older cars out for a spin, the 98T feels so much more twitchy and alive and is an actual challenge this time around at Imola, always criticized the 98T in AC for being too easy before but now maybe I'm hopped up on placebo but it feels 'different'. All the cars turned into perpetual BBQ machines and I love it. seen no performance gains or anything of the sorts with the update but there are no losses so that's nice. The new cars are a hoot to drive, I like the Mustang more than the Vette for some reason (slidey slidey wink wink). The little abarth is a nice novelty car to have, maybe it'll feel more at home on tiny karting tracks. Someone should get on that. Only disappointment is the new track's presentation but meh, I guess you win some you lose some. Ain't gonna bitch about it anymore here. xD
 
Took the older cars out for a spin, the 98T feels so much more twitchy and alive and is an actual challenge this time around

Totally disagree mate, that thing is a pussy cat now. I actually felt bored trying AC last night. The steering is numb and lifeless, the throttle response is lazy. I am sorry but there is no way a 1980's 1200Bhp low downforce F1 car feels like that.
 
Ah I see it's take the piss rather than talk about the issues, always the same in the AC fanboy pit. In relation to F1 cars of today with 1200Bhp+ and aerodynamics rudimentary compared to modern formula cars I would imagine it to be more lively.

Maybe my turn of phrase was incorrect regarding low downforce, probably a better way to phrase it is that I expect the car to be more alive instead it is dull and lifeless every new tyre update worsens the experience. My feelings are perceived rather than actual having never driven a 98T I am not sure anyone at Kunos has either. But I could not have been in a worse state physically and mentally to take it for spin last night but yet is was too easy to drive. A pussycat.

I want to feel like I have to knuckle down and drive some laps before I feel comfortable In a race car especially a F1 car. It's 1200Bhp and from 1986 surely a average sim driver like myself should have to put in a bit of effort.

If there is no challenge where is the reward?
 
Ah I see it's take the piss rather than talk about the issues, always the same in the AC fanboy pit. In relation to F1 cars of today with 1200Bhp+ and aerodynamics rudimentary compared to modern formula cars I would imagine it to be more lively.

Maybe my turn of phrase was incorrect regarding low downforce, probably a better way to phrase it is that I expect the car to be more alive instead it is dull and lifeless every new tyre update worsens the experience. My feelings are perceived rather than actual having never driven a 98T I am not sure anyone at Kunos has either. But I could not have been in a worse state physically and mentally to take it for spin last night but yet is was too easy to drive. A pussycat.

I want to feel like I have to knuckle down and drive some laps before I feel comfortable In a race car especially a F1 car. It's 1200Bhp and from 1986 surely a average sim driver like myself should have to put in a bit of effort.

If there is no challenge where is the reward?

Mind posting a vid of you driving that "pussycat"? At max allowed boost with damage on or 100% with no damage? And actually driving it fast. Not sure what you mean by "numb" steering either, feels excellent for me and I use a G27.:O_o:
 

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