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!
 
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.
This is one of those things you see on the internet so often and that are wrong, current cars have more downforce than any car from the 80s and 2008 is the peak of downforce in formula 1 history.

But anyway, 80's cars downforce was not stable i.e very sensitive to ride height changes, with a risk of losing all of it in a blink of an eye ;)
 
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.

I think it's far closer to the Release candidate model than everything that came after it (which has mostly been awful imo).
It's not perfect, but its better.

I'd rather this kind of model than the make-believe model of other sims that just do a -15% of real-grip-levels just to cater to the "hardcore" who insist that no car ever has any grip. LOLz. :)
 
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.

Lol. So this is the only game you've ever played.
 
Kunos needs to start a new tyre model from scratch if they want to stay in the simracing world, because they are really far behind right now.

The grip feeling is not natural at all, it's like some on/off switch, there is no progression at all.
 
I think it's far closer to the Release candidate model than everything that came after it (which has mostly been awful imo).
It's not perfect, but its better.

I'd rather this kind of model than the make-believe model of other sims that just do a -15% of real-grip-levels just to cater to the "hardcore" who insist that no car ever has any grip. LOLz. :)

Your right there is some out there who think lower grip equals more realistic believe me I am not one of them. A GT3 car for instance should be pretty easy to drive up to the limit as it is relatively low powered with some downforce and decent grippy tyres. These cars are meant for gentlemen racers as well as pro's.

The 98T and F1 cars of that era are not built for the average gentelmen driver though they were the ultimate race car of the era, that's why I feel they should reflect that.

A challenge!
 
Kunos needs to start a new tyre model from scratch if they want to stay in the simracing world, because they are really far behind right now.

The grip feeling is not natural at all, it's like some on/off switch, there is no progression at all.
What do you mean? They built this TM from scratch...

PS: Tyre model is now working properly (I mean the heating thingy) and that is the difference between this one and the last one. Cars became very sensitive at high speeds and this is the closest TM we had to the real one in a while...
 
The grip feeling is not natural at all, it's like some on/off switch, there is no progression at all.

I can smell the hovering sim engine with endless progression.. There might be some people who will disagree with you how real is that. And there might be some reasons why iRacing as well as AC has very different feel on the limit.

Ps. I enjoy driving all of them.
 
  • Deleted member 130869

I only had a few minutes to try a car, so I took the C9 on Riverside to try to compare for literally a handful of laps, including laps to check setup. It handled quite differently to before, I had somewhat got used to the way the car loaded but now it's interesting to see how when you feel it's consistent, it goes away. I tried both previously saved setup, with default, with slightly altered one.

I wonder how much comes from the tire, how much from the yaw, and whatever else may have been updated.
 
Kunos still can't seem to get the powerband right, the new mustang unless you dump the clutch at redline in first getting it to kick out is impossible. a 400 plus horsepower car should be able to kick out the rear end a 20 mphs in second gear. It was the same way with cobra when it came out. AC still just has soft throttle response.
 
  • Deleted member 130869

When stationary that is really annoying. Maybe they can address that and other gearbox simulation parameters, if they ever get to addressing the dropping the clutch on starts.
 
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.

The thing is if their a percentage then the figures are wrong because you would be left with no adjustment in the front bump, the rebounds run at a faster rate and therefore would be higher in the engineer app

I understand the mechanics of dampers, I dont have a problem there, maybe I'm just reading it wrong who knows and it's not like I can actually feel any changes I'm making tbh, I think I'll just crack on and play
 
Your right there is some out there who think lower grip equals more realistic believe me I am not one of them. A GT3 car for instance should be pretty easy to drive up to the limit as it is relatively low powered with some downforce and decent grippy tyres. These cars are meant for gentlemen racers as well as pro's.

The 98T and F1 cars of that era are not built for the average gentelmen driver though they were the ultimate race car of the era, that's why I feel they should reflect that.

A challenge!

They certainly were not built for ‘gentlemen’ racers, although many were gentlemen in that time and before it. But as some said before to get a grips to how challenging they were you need to explore the limits. Unfortunately there aren’t many tracks that resemble how they were in the 70s, but maybe Brands can be a measuring stick. See what times they did and if you can get close or beat them, try to make the conditions the same.


My measuring stick is Monza and the GT3s, I have relevant data from last year and we have a current spec car in the Huracan. At optimum grip I can beat their times they did in practice, just. It’s not easy, the track is all about maximising corner exit, average speed, and minimizing braking distances running with min downforce relying on the mechanical grip. In that sense the tires feel more like tires and not as devoid of grip. They are now more sensitive to your driving, load them too much for too many corners and the core temp goes up and you’re off. PS. Kinda pissed about them making parabolica up to modern vanilla standards with the tarmac runoff, sigh.


Racing by yourself and seeing how tire models change and deeming them “easier” I can see how you might come to the conclusions you did. When you have accurate yard sticks to measure your performance in the game/simulation vs real life counterparts you will see that to a certain degree what AC does is not very far off in most cases.


GT3s are most certainly not boring, if you’re a racer (please take that in the pure sense of the word and what it means ie. Compete for lap time, position etc.) you will see each cars character, its strengths and flaws and its quite nice to have such a variety as we do now. So far so good, but I have a feeling we were here in 1.3…
 
I like the physics changes, there's more grip, i'm setting faster laptimes everywhere, but the cars bite harder when you get overconfident.

Innitially it did seem too easy because i was taking the corners at my 1.4 speed, once i went aggressive it revealed itself imo.

Some tracks are much improved(Nurburgring GP) others are OK...
Black Cat County, used once done with it, not my thing...

Oh and i like the sounds ;)
 
Kunos still can't seem to get the powerband right, the new mustang unless you dump the clutch at redline in first getting it to kick out is impossible. a 400 plus horsepower car should be able to kick out the rear end a 20 mphs in second gear. It was the same way with cobra when it came out. AC still just has soft throttle response.

I was really looking forward to drive that car, and it is very nice looking one but I found it unrealistic in terms of power and acceleration. I have the impression that it is not faster than the Ford GT and it should be shouldn't it? Can a someone modify it to a Shelby model and makes it more realistic in terms of power? Please,,,
 

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