Assetto Corsa V1.9 & Porsche Vol.1 DLC Deployed

Paul Jeffrey

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Assetto Corsa Porsche Vol. 1 DLC e.jpg

Assetto Corsa has received a substantial updated today, bringing the simulation to version 1.9 and adding the new Porsche Panamera G2 Turbo as a free car, alongside the Porsche Volume One DLC package, the first of three such DLC's due to be added to the game before the end of the year.


Today's update is more than just simply adding the first Porsche DLC however, as can be seen by the sizable changelog listed below. Version 1.9 contains considerable updates to the audio environment in Assetto Corsa, with several lines of the changelog dedicated to improvements and optimizations regarding the usage of FMOD sounds within the sim. Luca Sodano, Kunos Sound Designer and one of the men responsible for the audio improvements in the new update, released this teaser video a few days ago to give players an idea of what is in store for them in the new update, and the improvements are considerable. Due to the sound update potentially breaking some third party mods, Kunos released the FMOD development kit last week, so keep an eye out in our downloads section for updates to current mods when they become available.

Assetto Corsa Porsche Vol. 1 DLC a.jpg

Other items contained within the change log that may prove interesting to online drivers is the Anti-Wrecker protection line, confirmed by Kunos to mean "it's a simple (optional, settable by the server) system that punishes users with a high ratio of collision/km during a race with a sequence of penalties up to server ban. It's designed to fight against obvious wreckers in public servers." It is very pleasing to see Kunos have acknowledged the issue around deliberate wreckers in public server environments, and it will be interesting to see how this first pass at automated policing of the issue fairs in a real server environment.

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Other notable items from today's update include the update to GT3 cars, as now all vehicles in that classification benefit from the latest version 10 tyre technology and the PC debut of the official "Sparco" license in game, shown by the use of Sparco gloves when wheel and hands are enabled in game.

Version 1.9 Change Log:
  • New Porsche 991 Carrera S (Porsche Pack #1 DLC)
  • New Porsche 918 Spyder (Porsche Pack #1 DLC)
  • New Porsche 718 Cayman S (Porsche Pack #1 DLC)
  • New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
  • New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
  • New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
  • New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
  • New Porsche Panamera G2 Turbo
  • Added session time/laps on the top of the screen (laps are the leader ones)
  • Now race is over when the car complete its lap and the leader has finished his last one
  • Added dynamic ARB
  • Fixed possible collision still active on race restart
  • Added ERS recharge digital display
  • Improved precision on all digital leds
  • GT3 cars use tire model v10.
  • Fixed TC sound distortion when triggered for the first time
  • New camber grip variation formula (Thank You Nao!)
  • Simplified DirectX 11 initialization
  • Added official "Sparco" license to Assetto Corsa
  • Added Ballast system through Ballast App (single player only)
  • Added new F9 vertical layouts
  • Added new driver + crew texture system
  • Added new personal driver texture
  • Fixed virtual mirrors rendered when not necessary
  • Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
  • Improved FFB App UI, so label is readable by VR users
  • Added multiplayer splits
  • Added Time Table leaderboard mode: this includes realtime splits and delta
  • Added Fmod optimizations
  • Added Anti-Wrecker protection
  • Fixed AI "flapping" DRS in traffic
  • Improved autoshifter
  • Improved laptimes board by adding splits and tyre compound
  • Fixed backfire animation freezing after session change
  • Fixed leaderboard history in multiplayer
  • Added voting spam protection
  • horizon locked view removed from Bumper camera
  • Delta App reviewed
  • Fixed possible flickering in case of engine stall
  • Added backfire animation to Zonda R
  • python new functions and members
  • getCarTyreCompound(carid)
  • Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation
  • Fmod updated to 1.08.12
  • Updated SDK for modders
  • Removed reverb snapshot in the Fmod project
  • General audio engine code cleaning and bug fixing
  • Vastly improved Fmod resource usage
  • Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
  • Fixed listener priority for cars in pits. They don't steal the priority anymore
  • Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
  • Overall volume balance
  • 7.1 surround should now work as expected (on all platforms
  • Fixed audio initialization pop when the session starts
  • Stereo imaging now works as expected
  • Fixed ambience sound affected by reverb zone
  • Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
  • Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
  • Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
  • Reworked surfaces audio curves
  • Reworked skids logic
  • Fixed skids positional soun
  • New exterior skids sound
  • Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
  • Reworked code management for traction control and limiter events
  • Tweaked wind and limiter sound emitter position in dashboard camera
  • Audio compressor on engine_ext event now works as expected when many cars are involved
  • Surfaces, crashes and skids are now properly audible in chase and track cameras
  • Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
  • Fixed load/coast smooth for AIs and multiplayer
  • Fixed transmission smooth and pitch for multiplayer opponents
  • Engine volume setting is now related to the player/focused car
  • When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
  • Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
  • Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
  • New dirt sound effects
  • New brake squeal for some "old" cars
  • Added audio fade when track camera changes
  • Added [VERSION] section in audio.ini
  • Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GU
  • Slightly modified gear grind sound
  • Fixed wrong listener position for track and car cameras in some situations
  • added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
  • added templates for Porche Vol. 1 cars
  • fixed excessive brake light brightness on Ford Mustang
  • minor graphics fixes on Triple Pack cars
  • [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
  • [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]

Assetto Corsa Porsche DLC.jpg

The Porsche Volume One DLC package contains seven new Porsche vehicles and retails for £5.99 via the Steam Store. All three Porsche DLC packages can be bundled together as part of the Porsche DLC Season Pass, offering a 28% saving over purchasing the three packs as seperate transactions.

Porsche Volume One DLC Contents
  • 911 Carrera S,
  • 935 Moby Dick
  • 918 Spyder
  • Cayman GT4 Clubsport
  • 718 Cayman S
  • 917/30
  • 911 Carrera RSR 3.0 1974
Assetto Corsa Porsche DLC 2.jpg


Assetto Corsa is available for Xbox One, PlayStation 4 and Windows PC now. Porsche Volume One DLC is available for PC with console to follow.

For more details on the upcoming Porsche DLC packs, check out our articles covering Volume Two and Volume Three.

The Assetto Corsa sub forum here at RaceDepartment is the place to go for the latest news and discussion regarding the simulation. We hold regular club and league racing events on our servers, open to premium members and suitable for all experience levels. Our downloads section hosts a number of mods for the game, and of course we have our Modding Discussion forum, a place where modders can discuss their W.I.P. projects and share modding advice. Head over to the Assetto Corsa sub forum and take a look!

Assetto Corsa Porsche Vol. 1 DLC b.jpg Assetto Corsa Porsche Vol. 1 DLC c.jpg Assetto Corsa Porsche Vol. 1 DLC d.jpg Assetto Corsa Porsche Vol. 1 DLC f.jpg

Have you tried out the new Assetto Corsa update? What do you think of the changes? Have you got the new Porsche pack? What are your first impressions? Let us know in the comments section below!
 
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Tried last night and had great fun driving the classic stuff in VR :)
Only complaint is the awful sounds of the modern cars, apart from the 918.

The classics are not up to RRE standards but are good enough for me.
The modern stuff really needs work, unless modern Porsches are really that dull in reality ?
Only Porsche I have driven in real life was a mid 90s Carrera 4, and that certainly wasn't dull.

I did 10 laps of Silverstone in the old RSR straight away, same in the 935, 918 and 917.
but the others I barely did one lap, as I thought the sound was awful.
can`t say I`ll turn a wheel in any of those modern ones in a hurry.

I hope the other packs bring better audio to the modern cars.
 
Yeah Joe, I think I know what is happening by now... I tried to pay using Paypal, but since my balance was in Euros and I live in Brazil, I was forced to pay in local currency (reais) and then, while using my credit card, was led to a payment site (Boa Compra), where I purchased the season pass. Problem is that I discovered that, although the payment was accepted by my card, they (Boa Compra) have up to two days until they release it to Steam... so yes, Steam shows my purchase as "added today" but it is in reality "waiting for approval". Should have read the tiny text. Boa Compra nevermore! Agh. :mad:
Best of luck! Hopefully it's fixed soon, if it has not already been fixed!
 
Seriously? Can you back this up with some statistics?
Doing road testing with all road cars in Black Cat County, the shorter version with more corners.
Using 30 liters with all cars, and most (like the Aventador) can at least go 8 laps, which translates into 52km. Cayman ran out in the 8th lap without finishing it. Translates into 60l/100km or 5 miles per galon like the Englishman would say. Not bad for a 4-cylinder :laugh: btw Carrera and Panamera burning even more than that
 
Doing road testing with all road cars in Black Cat County, the shorter version with more corners.
Using 30 liters with all cars, and most (like the Aventador) can at least go 8 laps, which translates into 52km. Cayman ran out in the 8th lap without finishing it. Translates into 60l/100km or 5 miles per galon like the Englishman would say. Not bad for a 4-cylinder :laugh: btw Carrera and Panamera burning even more than that
Well, slower laps just means you're at 100% throttle high rpms for longer... the Alfa Giulietta is the same way.
 
Just got chance to try, been shifting setup, so just booted up, so far, as can be expected the models are A class, stunning detail,sounds, although only been on 30 mins seems improved, only been playing with "moby dick" at mo, and tbh Im finding her very "average" in terms of excitability, this is supposed to be one of the most exciting race cars ever (group 5) yet its very bland, both RRE and rf1 mod feel far more dynamic and exciting, the turbo in AC moby feels almost non existant, there appears to be very little lag, and i dont feel the "surge" of power grp 5s and early turbos are known for, I hope the upcoming grp 5 mod isnt as bland to drive, its nothing "game breaking" but she feels barely different from a modern race car with slightly less braking power and larger steering ratio.

still well worth the money even if just looking at models, but underwhelming for us guys that love historic monsters.

Edit: GT4 rocks, perfect for MP.
 
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Just got chance to try, been shifting setup, so just booted up, so far, as can be expected the models are A class, stunning detail,sounds, although only been on 30 mins seems improved, only been playing with "moby dick" at mo, and tbh Im finding her very "average" in terms of excitability, this is supposed to be one of the most exciting race cars ever (group 5) yet its very bland, both RRE and rf1 mod feel far more dynamic and exciting, the turbo in AC moby feels almost non existant, there appears to be very little lag, and i dont feel the "surge" of power grp 5s and early turbos are known for, I hope the upcoming grp 5 mod isnt as bland to drive, its nothing "game breaking" but she feels barely different from a modern race car with slightly less braking power and larger steering ratio.

still well worth the money even if just looking at models, but underwhelming for us guys that love historic monsters.

Edit: GT4 rocks, perfect for MP.
You know that you can change turbo boost in car, yes?
 
I woke up at 4 am to have a go in the following order, Cayman GT4 Clubsport, 911 Carrera S, 718 Cayman S, 911 Carrera RSR 3.0 1974, and i was left unsatisfied. Something seemed off, I couldn't tell what it was, but something wasn't feeling right. It was like i was driving with boots on :cry:.

After about 2 hours i went to AMS and was reminded what it was i was not feeling in AC. I went to work feeling a bit disappointed.

Later in the evening I decided to have a go at the GT4 again, cause i just couldn't accept that i was not happy at what i experienced, especially since i plan on having all of the Porsche DLCs (should have bought Season pass :(). My wife came to check on me cause she thought i was pleasuring myself, without inviting her. I was making all the right noises. That GT4 is a wonderful machine. Everything just clicked, the driving feeling hadnt changed from the morning, it's just that now i knew what i was expecting and it was better than my expectations.
 
I've decided that I cannot vote. I had simply too much fun with all of them tested so far. They all bring something to the table and racing with any of the cars is fun and challenging. Massive thumbs up from me on the first pack and cannot wait for more.
 
My wife came to check on me cause she thought i was pleasuring myself, without inviting her. I was making all the right noises. That GT4 is a wonderful machine. Everything just clicked, the driving feeling hadnt changed from the morning, it's just that now i knew what i was expecting and it was better than my expectations.

The 917 and 935 are fun to drive pinned on a long straight but they take counties to brake and turn as well as an ocean liner. Not complaining, that is pretty much how they drove back when dinosaurs roamed the earth.

The GT4 and the RSR, on the other hand, go where you point them, and do it very capably. I was in a race at the 'Ring (GP course), and the GT4 responded to everything I tried. Hit that corner with a little faster entry speed? Yes. Stomp on the gas as you exit without getting a first-hand look at the trailing car? Yes.

I was spun in turn two and dropped back to 19th out of 20. I managed to work my way back up to 7th on the last lap just by pushing the car more and more. I was punted in the hairpin by a driver who got mad that I ran him down (he was leading by 5 seconds) to take 6th, but that was not the car's fault.

I can understand why you were making those sounds; the GT4 is a good car to drive.
 
The 917 and 935 are fun to drive pinned on a long straight but they take counties to brake and turn as well as an ocean liner. Not complaining, that is pretty much how they drove back when dinosaurs roamed the earth.

The GT4 and the RSR, on the other hand, go where you point them, and do it very capably. I was in a race at the 'Ring (GP course), and the GT4 responded to everything I tried. Hit that corner with a little faster entry speed? Yes. Stomp on the gas as you exit without getting a first-hand look at the trailing car? Yes.

+1 ; exact same experience
 
Still questionable physics
We all know you're the 'majorly' ultimate rFactor 2 fan boy here, how is the 'majorly' rFactor2 physics going ......oooh its a 'majorly' dead game abandoned by its developer.
You are just plain jealous of the postive reviews and feedback from the community and the gaming press Assetto corsa has been getting since the time it was 'majorly' first revealed.
 
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