At Last! Xbox One Update of Assetto Corsa is Here!!!

Paul Jeffrey

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Xbox One AC Update.jpg

After a protracted delay, Kunos Simulazioni have finally released the long awaited V1.14 update to the Xbox One version of Assetto Corsa.

Lagging severely behind both PC and PlayStation 4 counterparts, the new update released today on Microsoft's flagship console comes almost two months after the initial 1.14 PS4 and PC build.

Good things come to those who wait however, and with v1.14 Kunos have really stepped up the rate of development in AC, adding several new pieces of content, custom lobbies, many small and large physics improvements and a roll out of the excellent V10 tyres across the full range of vehicles within the game.

Unfortunately players excited to get their hands on the most recent 'Ready to Race' DLC will have to wait a little while longer yet, with Kunos confirming the pack will be submitted into QA shortly, with a view to making a public release in the coming weeks.

In the absence of a fully detailed change log, you can view the release notes from Kunos below:

CONSOLE UPDATE V 1.14 NOTES

Featuring all-new FREE bonus content, including 5 cars, as well as our home made Highlands track! The perfect track doesn’t exist. That’s why we created one.

AUDI QUATTRO S1 E2

Introduced back in 1984, the Audi Sport Quattro S1 E2 revolutionized rallying. Just like the other manufacturers, Audi used the lenient homologation requirements to create a new rally car. All the car maker needed for homologation was a production run of a mere 200 cars.

Blomqvist’s spectacular, sideways driving style suited the Sport quattro perfectly. By flicking the tail out, the Swede overcame the natural understeer of the nose-heavy Audi. He won five of the twelve rounds and was crowned the 1984 World Champion. Mikkola and Roehrl also won a round, which was enough to clinch the constructor’s trophy.

MAZDA MX5 NA

The Mazda MX5 NA was presented in Chicago on February 1989. Provided with an all-steel body shell and a light-weight aluminium hood, in Japan it was sold as Eunos Roadster.

MAZDA 787B

Back in 1991, Mazda became the first Japanese manufacturer to win the 24 hours of Le Mans, with the Mazda 787B. This Group C sports prototype weighed in at just 845kg and was capable of reaching top speeds of over 340 km/h, as well as producing 690bhp at 8000rpm, thanks to its Wankel rotary engine.

BMW M4 AKRAPOVIC

The M4’s engine brace, trunk lid and the roof are all made of Carbon Fiber Reinforced Plastic (CFRP) to shed pounds. But the real masterpiece for both is the CFRP driveshaft — a one-piece unit that offers exceptional strength while reducing rotating mass, resulting in a tighter drive with less counteractive momentum. The Evolution performance exhaust system for the BMW consists of a single-central muffler with valves and bigger link pipe tubes with a middle muffler, all designed to make the performance and workmanship of the Evolution as perfect as its looks. In-depth engineering has produced a sound completely different from the stock system, giving a deep and sporty sound.

LAMBORGHINI GALLARDO SL Step3

What do you get if you unleash some dedicated tuners on the Gallardo engine? A bi-turbo highly modified engine that is capable of doing more than 850bhp on pump fuel and more than 1200bhp on race fuel and full turbo boost.

The chassis has also been tuned accordingly with stiffer springs and dampers all around. Nevertheless you better watch out when you decide to give full boost. The performance is simply out of this world and the car can spin all four tyres in curva grande at monza in 6th gear… Remember, you need to brake 1 to 2 km before every turn as it takes some space to slow down from ultrasonic speeds!

PORSCHE PACK #3 CAR: PORSCHE 911 RSR 2017

Available as a free update for the PORSCHE PACK 3 DLC, the 2017 Le Mans and WEC racing machine produces around 510bhp at 8000rpm. This brand new Porsche GTE/GTLM racecar has been designed from scratch, and features an ultra-modern, flat-six engine positioned in front of the rear axle.

HIGHLANDS LAYOUTS

The perfect track doesn’t exist. That’s why we created one.

Highlands – The original layout, 8152 meters long, filled with fast flowing path with curves and several jumps.

Highlands Long – An extension of the original layout, 12191 meters long and has all the characteristics of the original layout. This layout features some slower curves, a fast series of left and right turns, after a passage between rocks and the distinctive 3km long “Cabhag straight”

Highlands Drift – A configuration born to create long powerslides with supercars and hypercars. At 5167 meters long, this layout features long, flat and smooth curves, perfect for holding a constant power slide. The “tower lùb”, guards the surroundings at the top of the hill.

Highlands Short – The shortest configuration, only 1714 meters, but based entirely inside the city. Incredibly intense and requires the concentration of a pro.
All four layouts share the same starting positions and pit lane, as well as the first corner and final 2 corners.

UPGRADED PHYSICS ENGINE

  • Updated minimum pressures and optimum pressures for various cars.
  • New v10 tyre wear algorithms more sensitive to load for all cars.
  • Graining is now reducing when driving in good temperature conditions.
  • New and updated V10 street, semislick, vintage, and race slicks tyres for all cars. A total of 151 cars updated.
  • Updates for cars that already had V10 tyres.
  • Updated chassis balance and inertias for all 151 available cars.
  • Updated engine coast braking for street cars.
  • Updated Brake heat for the following cars
  • Shelby Cobra
  • Lamborghini Miura
  • Alfa Romeo GTA
  • Abarth 595
  • Ford Escort RS
  • Ford GT40
  • Lotus 25
  • Lotus 49
  • Maserati 250F 6C and 12C
  • Lotus 72D
  • Ferrari 312T
  • Ferrari F40

COCKPIT VIEW ADJUSTMENT

It will be possible to adjust and customize the cockpit view during a game session.

CUSTOM LOBBIES

Initialize a new server instance with custom configuration. Configuration options include: privacy (invite-only, public, password-protected), cars, car skins, track, sessions (durations and types), track conditions, assist levels, realism levels.

CUSTOM CHAMPIONSHIPS

Create any number of championships with any number of events. Configuration options include: opponent cars, skin and names, tracks, track conditions, race and other sessions’ duration, point system. (3 presets)


Assetto Corsa is a racing simulation available for Xbox One, PlayStation 4 and PC.

Check the Assetto Corsa sub forum out and see if you can find yourself a great place to join in with your fellow sim racing fans to discuss this game!

Happy with AC on console so far? Pleased to see the XB1 update has finally landed? What are your impressions of the sim now, post update? Let us know in the comments section below!
 
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Finally, it did take way too long and I've been critical in the past but for today I'm focusing on the positives of the upgrade!

Excellent improvement to game performance. Previously Catalunya, in particular, had some big frame rate drops and stuttering with a full 16 car grid. Now I'm glad to say it is much smoother, not at the level of the PS4 Pro of course but improved and fully playable.

2 lap quick race showing the improved Xbox One game performance after patch 1.14. Remember this is with the old AI so they still don't do much overtaking and are a bit easy to bully but they were surprisingly well behaved otherwise - maybe the V10 tyre model helped with that?

So after some time with the game this morning here are my initial positive impressions:

+ Custom online lobby setup system is working well and is stable (I'll be able to comment further once we get a good full room of players later but so far, so good.) The online lobbies are already busier than they've been for months. When I did encounter an isolated issue this was resolved within a couple of hours thank you to @Manuel Darin

+ The way the game holds the last selected track/car/settings in Custom Lobby creation is useful and avoids a lot of repetitive effort in setting up the room.

+ Custom championships are a great addition to the console version and are working nicely, they'll be even better with the new AI in a patch or 2.

+ Lovely v10 tyre & handling model. Matching the PC version nicely here and I found myself drawn to 'just one more lap' a few times. By far the best handling racer on the console and for me still the closest to the real thing (I know others disagree).

+ Wheel feedback as good as the PC version. Gamepad working well too, a big plus for console games, few have managed this.

+ Tyre temperatures and pressures are now working more realistically, in Custom Championship at least.

+ Good to have the new tracks and see the car lineup matching the PC version (not so sure about calling them 'free' as most were missing base content) at the same patch date (Ready to Race and AI patch still to come).

A couple of minor negatives that don't really cause an issue but as I noticed them I thought I'd include them.

- Custom lobby car selection list is slow to respond and having to scroll down the list each time is a bit clunky. Some streamlining here would be good.

- The screen shows some odd qualifying times on the Custom Lobby loading screen but seems fine once in the game.

- At the end of Custom Championship races when the player car teleports to the pit it isn't clear what the player should do. The AI cars continue to lap and do not pit. In the end, I quit the race and was able to progress to the next round of the championship. I wasn't sure id quitting would lose the race progress so it would be good to have the need to quit made clear, or a more definitive end to races, for the player.

Overall though a huge improvement in both playability and game performance, getting much closer to the great AC experience we have on PC. Hopefully, we can now get some significant miles under the wheels in custom online lobbies before the next generation of racing games appear in September. As long as the online lobbies perform well I'm happy and will look forward to the next updates for that superb AI, hopefully, next time the Xbox One patch will pass submission first time and launch on time.

I know I've been a thorn in your side from time to time Kunos devs but I also praise where it is due so thanks for the belated update and keep up the effort, we're getting much closer to seeing the AC magic on Xbox One now too.
 
- At the end of Custom Championship races when the player car teleports to the pit it isn't clear what the player should do. The AI cars continue to lap and do not pit. In the end, I quit the race and was able to progress to the next round of the championship. I wasn't sure id quitting would lose the race progress so it would be good to have the need to quit made clear, or a more definitive end to races, for the player.

It's the same on PC, Kunos really needs to polish that a bit. It can take a long while for AI to finish the race and the results screen to appear. Either do it like other games where you get the results screen immediately when crossing the line and see others finish and can quit any time or let people drive into the pits manually to end the race (online there's a max. time the last placed player can take to cross the line so it shouldn't be much of an issue there) and show the results screen when pitting.
 
Found little snag...custom championships don't save if you exit the game.

This was a little short championship I set up as a trial run:
28753-1499881266-7856278cf7d6ddb1b733e10d18ee9ca2.png


When I restarted the game I was greeted by the default championship (which I had deleted) as the only available option. :(

28752-1499881260-4736a34d72b5d6bd1e13f5d46a3e737a.png

I wonder if this is related to the issue with setups also not saving in previous builds?
 
:D:D:D Delighted to report the custom lobbies are working well and finally some good clean and fair racing with friends can be had on Xbox One.

+++ Biggest improvement of all is no lag at all when other players join in progress practice/qualifying sessions. Previously this made the game unplayable.

++ People joining and leaving party chat now has limited impact, much better.

++ Being able to join on friends names from the dashboard, PCARS never managed this and it is a big bonus. Having to reset the lobbies to change track and car is made much easier with this option in place. We've each set up a different combination of car and track to make the switch easy.

One slight oddity though:

-- Selecting < Invite Only > on the settings screen is as good as worthless. Unless you specify a password anyone can join the lobby regardless of the setting. Once a password is in place order is restored.

Oh and this is by far the most players I have seen online on Xbox One since launch, you'd have been lucky to find 50 at peak time before. Now there are several pages of populated rooms. @kunos I know you had your doubts about the value of custom lobbies for consoles (and I'm a pain) but there is a community ready to embrace the game now that it works. The last name in the server list is, I assume, social commentary...

28757-1499896116-ea567615658e4eeddc399485bb97c761.png

There have already been funnier server names too including Forza 7....

You guys call 16 cars a "full grid"?

:) Yes, that is what AC on console currently allows, technical limits and all that. Plus Party Chat on Xbox One is limited to 16 maximum. Forza allows 24 I think that is about the most until Xbox One X arrives and then who knows.
 
It's the same on PC, Kunos really needs to polish that a bit. It can take a long while for AI to finish the race and the results screen to appear. Either do it like other games where you get the results screen immediately when crossing the line and see others finish and can quit any time or let people drive into the pits manually to end the race (online there's a max. time the last placed player can take to cross the line so it shouldn't be much of an issue there) and show the results screen when pitting.
I agree. The way the races just suddenly end is frustrating. It makes the game look unfinished. Something needs to be done about this. It is a good game which is why I criticize it for this.
 
:D:D:D Delighted to report the custom lobbies are working well and finally some good clean and fair racing with friends can be had on Xbox One.

+++ Biggest improvement of all is no lag at all when other players join in progress practice/qualifying sessions. Previously this made the game unplayable.

++ People joining and leaving party chat now has limited impact, much better.

++ Being able to join on friends names from the dashboard, PCARS never managed this and it is a big bonus. Having to reset the lobbies to change track and car is made much easier with this option in place. We've each set up a different combination of car and track to make the switch easy.

One slight oddity though:

-- Selecting < Invite Only > on the settings screen is as good as worthless. Unless you specify a password anyone can join the lobby regardless of the setting. Once a password is in place order is restored.

Oh and this is by far the most players I have seen online on Xbox One since launch, you'd have been lucky to find 50 at peak time before. Now there are several pages of populated rooms. @kunos I know you had your doubts about the value of custom lobbies for consoles (and I'm a pain) but there is a community ready to embrace the game now that it works. The last name in the server list is, I assume, social commentary...

28757-1499896116-ea567615658e4eeddc399485bb97c761.png

There have already been funnier server names too including Forza 7....



:) Yes, that is what AC on console currently allows, technical limits and all that. Plus Party Chat on Xbox One is limited to 16 maximum. Forza allows 24 I think that is about the most until Xbox One X arrives and then who knows.
The custom lobbies is the biggest improvement. Hopefully we will see more people online in the future. Xbox is the only way I have to play this game. Nice to see the developers are continuing to improve it. Wish Project Cars did the same.
 
Another shocker...I think this game went from a complete fraud to potentially the best (by far) on the xbox, with reservation for pCARS2. The giant elephant in the room that Kunos owns (and Turn 10) is not just the lobby, but a *server* based lobby (not P2P) on the console. If they can maintain stable servers, this game, when buttons become mappable on the console, and tuning is able to be saved, will be "go to" for any serious racer who values feel. But, again, on the console, it's an embarrassment of riches these days, with DiRT, pCARS2, Assetto lobbies, and even F1 2017 (beta tester here).
 
I heard that it should be fixed, but haven't heard confirmation from anybody with an XBox.

We're still not quite sure re the saves. Saves can be created and now deleted during race events. The issue seems to be when turning off the Xbox One - the saves are possibly being deleted as with the custom championships. Not enough data points to go on yet - 2 championships lost and 2 saved setups lost for different people. Setups made during v1.13 which could not be deleted are all present.
 
16 cars is a very poor grid imho. I know, technical limitations and so on, but we recently had a online race here on PC with 48 (!) cars on Road America.

I wish you guys could have at least a 24 cars grid...
 
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