Assetto Corsa Competizione | Challengers Pack DLC and Game Update Released

ACC Challengers Pack DLC 01.jpg
Kunos Simulazioni has released the fifth DLC pack for Assetto Corsa Competizione on PC, the Challengers Pack.

ACC’s latest DLC pack is the Challengers Pack DLC, composed mostly of spec series race cars.

This is the fifth DLC for Assetto Corsa Competizione, following the release of the GT4 Pack, Intercontinental GT Pack, British GT Pack, and 2020 GT World Challenge Pack.

Here is an overview about what is included in the new DLC:

Audi R8 LMS GT3 Evo II – The only true GT3 car to be released here is the newest Audi GT3 car. ACC already has the R8 LMS and LMS Evo, and this is another step forward for the Audi. Improvements to the aero and suspension aren’t major, but enough to soften the edge of a car known for its narrow effective tire window. It remains generally nimble, with good overall handling.

BMW M2 CS Racing – The newest BMW to be added to this sim is the M2 CS Racing. A sub-400 horsepower spec series car that drives unlike anything in the sim to date. This car is designed for wheel-to-wheel racing, where the advantage goes to the driver that can conserve momentum effectively. The car will tend to understeer if pushed too hard through a corner, so a well-trained left foot that can slow the car just enough to allow efficient cornering is a must.

Ferrari 488 Challenge Evo – Kunos has given players the most powerful car in ACC to date as part of this pack. Ferrari’s 488 Challenge Evo effectively a 488 GT3 without compliance to GT3 regulations. The twin-turbo charged, mid-mounted 3.9L V8 engine produces an impressive 670 horsepower and 760 Newton-meters of torque. It’s heavier than its GT3 counterpart, so the incredible power figures and resulting straight line speeds are balanced with longer braking zones. The Challenge Evo drives as an absolute blast in ACC, with huge top speeds and enough torque to seldom warrant using 1st or 2nd gear.

Lamborghini Huracan Super Trofeo Evo2 – The Super Trofeo is nothing new to Assetto Corsa Competizione, but this new version outperforms its predecessor by almost any metric. While the old Super Trofeo in ACC was nervous, the new Evo2 is a confident, fast monster on the track. Its 5.2L V10 engine maintains the roar we’ve come to expect from the Lambo and Audi models in this title, and the striking looks of the Super Trofeo may help make this a popular choice for one-make races very soon.

ACC Challengers Pack DLC 02.jpg


Porsche 911 GT3 Cup (992) - Porsche Cup cars hold the distinction of being the biggest selling race car in the world, and it might also be the most popular sim car as well, with its presence in nearly all modern racing sims. Porsche’s newest Cup car, based on the 992 version of the 911, potentially shaves seconds off the lap times of its predecessors while retaining the challenging driving style we have come to associate with the Porsche Cup car. Aerodynamics have changed with the new Cup car, including a larger, gooseneck mounted rear wing. It’s a fun, fast spec series car that should prove as popular as the previous Cup car.

The spec series focus is an unexpected direction for the sim known as the go-to GT3 and GT4 sim, but the new car lineup opens up driving options. One of these options could be a three-make race, since the Ferrari, Lamborghini and Porsche cars are somewhat balanced in overall lap times but possessing different strengths.

Race with us online​

Let us know in the comments if you are interested to run an online series with us for one of the these cup cars. Which of the single-make series would you prefer?
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

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I also can see that ACC still has no safety car or FCY rules, and the devs obviously think that is much lower in the priority list
Yes that's a shortcoming I agree, but they have updated the game many times since release with fixes. I still think there's a difference between neglect of something that doesn't appear as a priority to customers or they'd be a lot more noise about it and a deliberate decision to mislead them.
 
I can see that difference yes. I also can see that ACC still has no safety car or FCY rules, and the devs obviously think that is much lower in the priority list, than keep selling more content for what is basically an unfinished GT game.
Kunos forums have said there will be no safety car or FCY. It’s not on the priority scale at all.

To paraphrase, they don’t see the purpose of a procedure that doesn’t exist in the virtual world (cleaning up the track).
 
Interesting content. Sadly the new car classes (apart from the r8 which is gt3) will be totally dead in couple of weeks just like gt4. So it is very much a case of buy it now or never if you want to drive those cars online without joining a league. As for the price it is fine imho.
I mainly purchased the whole game and all DLCs to play my game offline. I have the strange feeling I'm not the only one. Online games put me off for quite a while. Im really happy about every game that still has a single player mode.
 
Kunos forums have said there will be no safety car or FCY. It’s not on the priority scale at all.

To paraphrase, they don’t see the purpose of a procedure that doesn’t exist in the virtual world (cleaning up the track).
Thats a very convenient excuse, and a typical one of Kunos, to cherry pick what is important to simulate, and what isn't. Then why bother with damage, tire wear, fuel use, etc etc. We are in a virtual world, the car doesnt need fuel to run, and the tires can be new forever, right?...
 
Thats a very convenient excuse, and a typical one of Kunos, to cherry pick what is important to simulate, and what isn't. Then why bother with damage, tire wear, fuel use, etc etc. We are in a virtual world, the car doesnt need fuel to run, and the tires can be new forever, right?...
I don’t see why it would be an excuse, I would think it’s not hard to program FCY or Safety Car procedures

But in any sim there are many things that don’t get simulated. Should they simulate red flags? Should they let FCY and Safety Cars stay out for 15 minutes?

They also chose, for example, not to allow for non-driver induced mechanical issues. The list of things “not like the real thing” is pages long.

I would say all of these concepts are discretionary and deciding which inapplicable to the virtual world things to include is more like using artistic license.
 
Just to add my 2 cents to this price conversation, I do think this DLC is more expensive than the Kunos standard.

IGTC was 15€ with 4 legendary tracks
GT4 was 20€ with a lot of new cars
2020 was 9€ with 1 track and 2 newish cars (more expensive in comparison)
BGT was 13€ with lots of tracks (cheaper again)

Now we have Challengers, with 5 cars for 11€. Out of those the 488 Challange was released for free for AC and it was probably done using that AC base. M2 CS could have been made before for AC as well but not public, the car folder appeared in AC in an update. R8 Evo II is not scratch either in my opinion, used Evo I as base naturally.

It is in my opinion expensive in comparison to what other DLC offers, but still cheap in simracing standards.

iRacing price would be around 60€.
rFactor price would be around 25€.
RaceRoom price would be around 20€ I guess.
AMS 2 price if released in DLC could be comparable probably with added tracks, but AMS 2 at the moment does not have the luxury to raise prices.

I honestly haven't bought it yet, first time I didn't buy Kunos content on day 1 since AC was released. But I will certainly do so, I am just not too active in simracing lately.
 
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Thats a very convenient excuse, and a typical one of Kunos, to cherry pick what is important to simulate, and what isn't. Then why bother with damage, tire wear, fuel use, etc etc. We are in a virtual world, the car doesnt need fuel to run, and the tires can be new forever, right?...
Sorry, I think you are confusing this game with Project Cars 3 :D
 
[...]
To paraphrase, they don’t see the purpose of a procedure that doesn’t exist in the virtual world (cleaning up the track).
Simulating the real world is the very purpose of this genre. With that stance, they could just ignore tyre degradation, as it does not exist in the virtual world either. And why have yellow flags, as no virtual marshall could be injured?
Reacing to safety cars is an integral part of real world racing, and should therefore be included in sim racing as well.
 
Thats a very convenient excuse, and a typical one of Kunos, to cherry pick what is important to simulate, and what isn't. Then why bother with damage, tire wear, fuel use, etc etc. We are in a virtual world, the car doesnt need fuel to run, and the tires can be new forever, right?...
that's the very definition of "sim game developer". You have a set of "features" in real life that is not possible to recreate 100% by definition and the dev's role is exactly to "cherry pick" what goes in and what stays out.. and obviously everything goes into this evaluation including the effort required to implement it and the gameplay "return" that it brings. The subset of those "features" are what make the game.

So basically your point is totally worth-less as you can apply it to anything that is not 100% reality and it'll sound the same way... you will always find something that is not reproduced 100%.. does this make any sim game in the past/present/future invalid?
 
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Simulating the real world is the very purpose of this genre..
Reacing to safety cars is an integral part of real world racing, and should therefore be included in sim racing as well.

Car/Fuel/Tyres/Track access/Transportation costs are also a "part of the racing world".
Hotel accomodation for drivers and crew are also "part of the racing world"
Food is also part of the "racing world"
Catering is also "part of the racing" world.
Driving the truck is also "part of the racing world".
Drivers' injuries and deaths are also "part of the racing world".
Paying for car damage and maintenance is also "part of the racing world"
Random failures are also "part of the racing world"

Being part of the "racing world" doesn't automatically promote something to be worth of reproducing in a game... it's a very blind position to maintain and a discourse that goes nowhere.
 
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Back in the day, DLC was free.
Nothing in a game or sim is "free".It is either shared (Asseto Corsa mods) or at some stage it has to be paid for.Kunos could either price the game at $150 & include all content or have paid DLC which people can buy if they choose.The latter option is much better because it makes the sim more accessible.
Shared content is fine but there is a reason its not as good or complete as paid content,You get rewarded for your work which pays the bills.
 
Car/Fuel/Tyres/Track access/Transportation costs are also a "part of the racing world".
Hotel accomodation for drivers and crew are also "part of the racing world"
Food is also part of the "racing world"
Catering is also "part of the racing" world.
Driving the truck is also "part of the racing world".
Drivers' injuries and deaths are also "part of the racing world".
Paying for car damage and maintenance is also "part of the racing world"
Random failures are also "part of the racing world"

Being part of the "racing world" doesn't automatically promote something to be worth of reproducing in a game... it's a very blind position to maintain and a discourse that goes nowhere.
Let's hope Polyphony Digital does not read this thread and get inspiration.

/sarcasm with a pinch of sadness and disappointment
 
that's the very definition of "sim game developer". You have a set of "features" in real life that is not possible to recreate 100% by definition and the dev's role is exactly to "cherry pick" what goes in and what stays out.. and obviously everything goes into this evaluation including the effort required to implement it and the gameplay "return" that it brings. The subset of those "features" are what make the game.

So basically your point is totally worth-less as you can apply it to anything that is not 100% reality and it'll sound the same way... you will always find something that is not reproduced 100%.. does this make any sim game in the past/present/future invalid?
No, but it makes your game basically less feature rich than games that came out 20 or more years ago.

FCY are a big part of the racing dynamics of the series ACC tries to simulate. Its not even at the same level of "cathering".
 
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I would think it’s not hard to program FCY or Safety Car procedures
Well programming a limiter is not the difficult part. Making sure it's not cheatable and exploitable or usable for team advantage (see a popular formula game where you can trigger an SC by stopping in a particular spot, calling the SC and then gaining a pitstop advantage) is very much so, and the fact of the matter is that there are simply no benefits in gameplay (especially competitive one) that would justify the effort. If you make it manual, you're adding another source of penalty where a significant portion of the userbase is still struggling to slow down for pit entry.

FCY and SC exist in real life racing to protect the safety of track personnel after an incident. One thing you can read quite often is that FCY would help prevent large crashes. This is very much untrue as FCY is usually called several seconds after the cars have already finished crashing into each other/the wall, what would prevent actual carnage is people adhering to yellow flags or just look at what's happening in front of them. Often times it's unavoidable, but if the window for reacting is so short, an FCY called 10-15 seconds or more later is not gonna solve it now, is it? And if you reduce the trigger thresholds, you end up in frustration with people having to drive at 60kph for no apparent reason when it's a false alarm.

In real life, FCY/SC is a necessary evil to protect the people that are crucial for an event to be held to begin with, and more often than not they cause controversy and manipulate results that have nothing to do with individual or car performance (see every 2nd F1 race or Kyalami 9H last year).
Most simracers, especially in competition, already cannot swallow a car having a few tenths of outright pace deficit on certain tracks or in certain conditions, how do you think they'd feel if their 90s lead would randomly vanish every other stint because some potato who cannot drive straight decides to park it sideways.

SC is a novelty feature like random mechanical failures or terminal damage, it's cool the first 2 times but then gets boring and frustrating real quick. Oval racing, sure, short laps kinda justify it but 2-minute laps with cars able to teleport and debris not getting scattered around, there is really no priority to it. Discarding a game for this, or lack of some animation sequence that some other genius mentioned earlier, is quite an OTT reaction for something they'd otherwise might enjoy.
 
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Well programming a limiter is not the difficult part. Making sure it's not cheatable and exploitable or usable for advantage (see a popular formula game where you can trigger an SC by stopping in a particular spot, calling the SC and then gaining a pitstop advantage) is very much so, and the fact of the matter is that there are simply no benefits in gameplay (especially competitive one) that would justify the effort. If you make it manual, you're adding another source of penalty where a significant portion of the userbase is still struggling to slow down for pit entry.

FCY and SC exist in real life racing to protect the safety of track personnel after an incident. One thing you can read quite often is that FCY would help prevent large crashes. This is very much untrue as FCY is usually called several seconds after the cars have already finished crashing into each other/the wall, what would prevent actual carnage is people adhering to yellow flags or just look at what's happening in front of them. Often times it's unavoidable, but if the window for reacting is so short, an FCY called 10-15 seconds or more later is not gonna solve it now, is it? And if you reduce the trigger thresholds, you end up in frustration with people having to drive at 60kph for no apparent reason.

In real life, FCY/SC is a necessary evil to protect the people that are crucial for an event to be held to begin with, and more often than not they cause controversy and manipulate results that have nothing to do with individual or car performance (see every 2nd F1 race or Kyalami 9H last year).
Most simracers, especially in competition, already cannot swallow a car having a few tenths of outright pace deficit on certain tracks or in certain conditions, how do you think they'd feel if their 90s lead would randomly vanish every other stint because some potato who cannot drive straight decides to park it sideways.

SC is a novelty feature like random mechanical failures or terminal damage, it's cool the first 2 times but then gets boring and frustrating real quick. Oval racing, sure, short laps kinda justify it but 2-minute laps with cars able to teleport and debris not getting scattered around, there is really no priority to it. Discarding a game for this, or lack of some animation sequence that some other genius mentioned earlier, is quite an OTT reaction for something they'd otherwise might enjoy.
It doesn't matter how random esports guys feel.

Indycar racing 1 had FCY and a safety car 30 years ago. You can't simulate a true race, specially offline, without it.

With that logic you might as well do what PCars3 did, and remove pitstops and other "annoyances", just to focus on the "true fun part" of racing...
 
You can't simulate a true race, specially offline, without it.
And yet many do.

With that logic you might as well do what PCars3 did, and remove pitstops and other "annoyances", just to focus on the "true fun part" of racing...
No, you put your options, resources, personal and user preferences and priorities into a pot and cook up something that corresponds with those goals and possibilities. The removal of 50 other things just because one feature didn't make it through the strain is not an obvious next step.

Technical skill for setup, strategy and ability to react to relatively unpredictable events (e.g. weather) are very much part of the racing worthy of simulating.

It doesn't matter how random esports guys feel.
They matter just as much as the feelings of random forum dudes do.
 
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