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!
 
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:
Only if you post a video of the steering feeling excellent on your G27.
 
Tracks look a little more immersive
Yep that and all Track Comparisons are online. Some tracks like Monza changed a lot^^

Monza as example:
This Channel has all tracks compared lol.

Aero Stall happend more often on Nordschleife, really crazy with SCG as example.
Tyres arent to cold finally and you dont slide that much.
Sound got better and graphics are nicer.
Happy with it.
 
I did a video in January was that V5 tyres? Not sure.

This was way more fun than its current iteration and with 70% boost my fastest lap on RSR timing. Last night I went considerably quicker with minimal fuss and 60% boost without really trying or changing setup etc.

 
So, about this new Tyres App.. I'm wondering how the tire model in assetto corsa works? How to setup the camber for best grip/contact patch? Some say 5 celsious degrees, some say 10 celsious across the tire.. So i'm really confused.. Some even say 10 celsious spread in front tires and not more then 5 in rear..
 
So, about this new Tyres App.. I'm wondering how the tire model in assetto corsa works? How to setup the camber for best grip/contact patch? Some say 5 celsious degrees, some say 10 celsious across the tire.. So i'm really confused.. Some even say 10 celsious spread in front tires and not more then 5 in rear..

Here's some advice. First you need to know what type of suspension the car has, then you need to know how it behaves under load. And based on that you adjust the camber so it feels best to you. Your goal is the biggest contact patch you can get. Forget the temps.
 
in case somebody missed the billboard
I am super hyped for the new dlc Japanese Pack

supra, trueno, r34, s2000 ... my life is complete
There is no s2000 on this billboard.
This was way more fun than its current iteration
I get you. But this is a simulator. It is meant to be as realistic as possible. And now it is. I'd like to add that 80's f1 cars actually had much more downforce then modern f1. There were almost no regulations and engeeres could do magic. Later, some of the inventions were banned and downforce droped significantly. Now aero is more complex. They do whatever they can with what they got, but it is not producing as much downforce. I would gladly post a link to official info but I have no idea where I learned that.
 
I get you. But this is a simulator. It is meant to be as realistic as possible. And now it is. I'd like to add that 80's f1 cars actually had much more downforce then modern f1. There were almost no regulations and engeeres could do magic. Later, some of the inventions were banned and downforce droped significantly. Now aero is more complex. They do whatever they can with what they got, but it is not producing as much downforce. I would gladly post a link to official info but I have no idea where I learned that.

How do you know it is more realistic? Have you driven a turbo F1 car?

In the early 80's F1 had ground effect but that was banned for 1983. They ran a lot of downforce to try and tame the engines in the turbo era like I said maybe my downforce analogy was not the wisest way to describe the sensation but my point is it does not feel like a monster F1 car. Without us having g forces etc on our toy wheels and setups that feeling of driving a fast F1 car needs to be communicated in other ways, alas I feel Kunos of have gone the wrong way on this score.

Automobilista has nailed this on their modern and classic non Bernie Cars. They convey sensations that convince you that you are actually driving the vehicle on the screen the extreme Bernie car conveys this brilliantly tough to master but when you do wow it feels good.

Go and drive some of the Bernie cars in Automobilista then come back to AC V1.5 and see the difference.

AC feels like what it is, a game wrapped up in a simulation skin.
 
I did a video in January was that V5 tyres? Not sure.

This was way more fun than its current iteration and with 70% boost my fastest lap on RSR timing. Last night I went considerably quicker with minimal fuss and 60% boost without really trying or changing setup etc.

Is your best lap 1.21.033?
No offence, but you are pretty much off pace.
 
It's like being at school this place. I am trying to have a discussion about the direction Kunos have taken with AC since they released it on early access and their subsequent tyre iterations. Yet all anyone can come up with is you are wrong, stupid or slow without any reason to convince me I am wrong in how I feel about AC in it's current state. We are now on V7 of the tyre's did they not have it right on the previous 6 why do they keep changing the tyres surely if the tyre's are built off hard cold facts then they would not need constantly changing with every build.

Is your best lap 1.21.033?
No offence, but you are pretty much off pace.

I don't remember mentioning I am Alien or anything to do with lap time I am talking about feeling and sensations through our toy setups. Thanks for the input though.
 
I don't remember mentioning I am Alien or anything to do with lap time I am talking about feeling and sensations through our toy setups. Thanks for the input though.
I think his point was that racecars are possibly "easy" to drive until you reach the limit of the car where it starts behaving like you expect it.

There's a reason why celebrities are able to drive racecars without going up in flames and not losing 30 seconds per lap on the leader.
 
All cars are pretty easy up to 95% of pace, as they should.
Try to go above that and we talk again.
I am still 1~2 secs slower than aliens. When you try to earn those secs, it gets pretty interesting and there is were this game shines.(instead of other titles) .
The at/over the limit behavior is what will tell you if this sim is right or wrong.
And oh boy, it's so right.
 
I think his point was that racecars are possibly "easy" to drive until you reach the limit of the car where it starts behaving like you expect it.

There's a reason why celebrities are able to drive racecars without going up in flames and not losing 30 seconds per lap on the leader.

If that was the point, you explained it more eloquently than way it was posted by the OP.

Just so I know where I am going wrong with lack of knowledge, skill and general appreciation of a motor vehicle what Assetto Corsa is conveying to us all via FFB, physics and tyre models etc in the statement below.

The Lotus 98T would be easy to drive for us non racing drivers in real life unless we wanted to get a low lap time then we would see the real feeling of the car. Until that point it is our/my fault if the car does not behave in a believably realistic manner.

Does that cover it?
 
I am still 1~2 secs slower than aliens. When you try to earn those secs, it gets pretty interesting and there is were this game shines.(instead of other titles) .
To say that this theory is non-existent or less apparent in other titles is completely untrue. It's known as the law of diminishing returns, and it's 100% prevalent in every sim on the market, or any other performance-based activity in life (I.e. Sports).

The faster you become, the harder it gets to achieve the same amount of gain. More time and effort must be put in to achieve the same gain in performance. This is not something that is exclusive to AC, nor is it more noticeable in AC compared to other sims.
 
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We are now on V7 of the tyre's did they not have it right on the previous 6 why do they keep changing the tyres surely if the tyre's are built off hard cold facts then they would not need constantly changing with every build.


That's a joke right? :)

I hope that's a joke.

You do know every single active sim out there is constantly updating it's tire model?
Sure you do, you just made a funny joke, I see what you did there... :)
 
That's a joke right? :)

I hope that's a joke.

You do know every single active sim out there is constantly updating it's tire model?
Sure you do, you just made a funny joke, I see what you did there... :)

Thanks for the useful contribution Poet, really opened my eyes. I don't like the direction the tyre model is going it's obvious Kunos like most developers are fumbling around in the dark on tyres but I think they've fumbled in the wrong direction.

Do you not think the upcoming console release where most interaction is with a pad plays no part in their process of physics direction of AC. I preferred AC in it's earlier iterations.

Understandably it's now about how many copies they can sell which as a business decision is correct. Why would you not make it more driving friendly so console drivers with pads can feel like Lewis Hamilton.
 
Thanks for the useful contribution Poet, really opened my eyes. I don't like the direction the tyre model is going it's obvious Kunos like most developers are fumbling around in the dark on tyres but I think they've fumbled in the wrong direction.

Do you not think the upcoming console release where most interaction is with a pad plays no part in their process of physics direction of AC. I preferred AC in it's earlier iterations.

Understandably it's now about how many copies they can sell which as a business decision is correct. Why would you not make it more driving friendly so console drivers with pads can feel like Lewis Hamilton.

Sigh...
Perhaps the tyres were unable to warm up properly in previous models, resulting in less grip and more graining?
I thought this was a known fact. Now they are fixed, and then according to you they are too grippy and aimed for consoles..
You can turn everything in a conspiracy, if you want.
 
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