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!
 
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 don't have trouble with that even on the semislicks. The Mustang's pretty easy to not spin the tires on (well it does weigh like 3800lb) but at the same time if you want it to, it does.
 
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.
Why are u suprised? This exactly what console gamers need!
 
And this is exactly what i mean, i don't know what do you think about it , but for me it's not natural ... you need to feel that you are getting closer and closer to the limit, not some kind of sudden loss of all the grip.
I did enjoy it, there's good feedback imo, i can still dance around the line honestly.

In 1.4 there was a lot of people in the forums that thought this margin was too big and you could abuse the cars risk free, now you think it's too small(let me highlight to others who might want in on this discussion that this applies mostly to slick tires), there's no rule on what's perfect.

The good thing is this new tire model seems to offer more options on how you want to control that margin which is what modders like you wanted right?
 
  • Deleted member 130869

Unfortunatelly, not|(

I literally had about 12 minutes yesterday, I was trying to do practice laps with one car on one track. When I pulled into the pits it is what happened, sorry for misinformation:(. Look in the download section here, there's an update to a Pitstop app, maybe you will find what you want there.
 
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…

Excellent post Cristian, it inspired me to get a bit more scientific. Using the 98T and Brands as the benchmarks. Here are the fastest laps from the 1986 GP held at Brands.

Nelson Piquet Williams Honda Qualifying Lap time 1:06.961

Nigel Mansell Williams Honda Fastest Lap in the race time 1:09.593 on lap 69

After a few setup tweaks I tried the 98T on 70% boost Soft tyres, Track optimum ambient 20°C and managed 1.16.381.

On lower fuel and Quali tyres same track conditions in did a 1.13.169. See video below for those laps.


So I am way off the pace but miles faster than previous versions of AC, there is some more time left as I only did about 10 laps total but I can't see me getting 1.06. The fastest on RSR livetiming is a 1.05 I am currently 13th on there with that quali time which would of qualified me 23rd for the real world race behind Johnathon Palmer in a Zakspeed the Lotus bosses would not have been happy! See https://en.wikipedia.org/wiki/1986_British_Grand_Prix for race details. It's amazing to see the massive difference between first and last in those days 6-7 seconds at Brands.

What does this prove, well I am not really sure other than V7 tyres are miles quicker than the previous incarnations and I still don't have the sensation I am in a turbo F1 car although I did enjoy the run a bit more I still felt like I was attempting to master a game rather than a car.
 
Well you should be qualifying at 100% turbo, that's what it's there for... I think there's also a setup option to move the car's redline higher which will blow up the engine in a few laps, but really 1 is all you need. (run a warmup lap at 50%, then before the last corner turn boost to 100%, and go for it for one lap)
 
Lazarou, what is your point of the turbo? Because turbo means nothing if you dont specify the point of the problem, I supose you dont have the information about the intercoolers, the turbocompressor, the air intakes, and nothing else about this car. A turbo engine can lag too much or can lag nothing, depends very much how it is made.

What I know is the car was made by Gerard Ducarouge who was very famous as a car designer, so I think make more sense to say that the car is easy to drive than hard to drive. Also, Prost said one time that MP4/4 of 1988 season was a very easy car to drive. That what make some car champions, off course, people like you and me dont have the enough skill to drive these cars fast laps consistently, which is the real challenge of a F1 race.

People think these cars was made to only have most powerful engine possible and this, only this, is sufficient to win a race. Why grip if the pilots are aliens that in a car with the most confortable sit can make fast laps? No, tha car designer dont need to make the car more grip. Also the Goodyear, Pirelli, Bridgestone, Michelin and other are not concerned to make good tyres full of grip. Only the turbo receive the massive technology, not the chassis, not the aerodinamics, not the suspesion or anithing, a F1 car was very similar to a dragster, the only difference is that can make more laps until the engine explodes. You and me knows that this was not true. The reality is that power is nothing without grip. Turbo was important in F1, very. But if the drivers complained about a lack of grip every lap, they didnt have used the turbo engines, nor Niki Lauda come back to F1 to drive a car imprectitable after his accident in 1976. The reason he came back is the Mclaren made a safety car, but also, a very stable car, that he can drive with very confidence, like he made on seventys, with natural aspirated engines.
 
Excellent post Cristian, it inspired me to get a bit more scientific. Using the 98T and Brands as the benchmarks. Here are the fastest laps from the 1986 GP held at Brands.

Nelson Piquet Williams Honda Qualifying Lap time 1:06.961

Nigel Mansell Williams Honda Fastest Lap in the race time 1:09.593 on lap 69

After a few setup tweaks I tried the 98T on 70% boost Soft tyres, Track optimum ambient 20°C and managed 1.16.381.

On lower fuel and Quali tyres same track conditions in did a 1.13.169. See video below for those laps.


So I am way off the pace but miles faster than previous versions of AC, there is some more time left as I only did about 10 laps total but I can't see me getting 1.06. The fastest on RSR livetiming is a 1.05 I am currently 13th on there with that quali time which would of qualified me 23rd for the real world race behind Johnathon Palmer in a Zakspeed the Lotus bosses would not have been happy! See https://en.wikipedia.org/wiki/1986_British_Grand_Prix for race details. It's amazing to see the massive difference between first and last in those days 6-7 seconds at Brands.

What does this prove, well I am not really sure other than V7 tyres are miles quicker than the previous incarnations and I still don't have the sensation I am in a turbo F1 car although I did enjoy the run a bit more I still felt like I was attempting to master a game rather than a car.
Looking at your video, if I may suggest, try to keep more on throttle the car mid corner, but most of all try to accelerate earlier at corner exit, this definitely shaves seconds off...and, as Stereo said, use maximum turbo when hotlapping!
The hardest work and biggest fun is in the area you're exploiting a car potential up to the very last second.
 
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What I know is the car was made by Gerard Ducarouge who was very famous as a car designer, so I think make more sense to say that the car is easy to drive than hard to drive. Also, Prost said one time that MP4/4 of 1988 season was a very easy car to drive. That what make some car champions, off course, people like you and me dont have the enough skill to drive these cars fast laps consistently, which is the real challenge of a F1 race.

The 88 McLaren had just over half the power output of the 98T ofcourse it's easier, and we don't have the same references as Prost on a car difficulty.

But you can't defend the 98T on AC, that thing can corner at 6G, which is not normal for cars from that era.

Just for a reference, 2010 cars were on rails in high speed corners and barely went over 5.5G.
 
You must be in a race as far as I know there is no pit stop in practice or qual. Only during an actual race. During a race a box will appear where you stop within and once you stop the pit stop starts.
But yes, Im racing in single player mode, driving to pits but mechanics are not waiting for me((
 

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