Assetto Corsa Competizione v1.8 Update


Assetto Corsa Competizione has been updated to version 1.8. In this multi-page article we are taking a look at the updates to the content, gameplay experience, significant physics updates and the graphics and user unterface.

Kunos Simulazioni has released version 1.8 of Assetto Corsa Competizione. The update is extensive and affects most aspects of your experience playing the SRO simulator.

New content is generally what grabs the attention of sim racers, so this is where we’ll start with our look at the update. The Lamborghini Super Trofeo EVO2 may be joining the sim soon along with the BMW M2 CS, but for now players will need to be content with the BMW M4 GT3. Kunos has been discussing this addition since August but have exceeded their own timeline in bringing it to us.

To complement and integrate the M4 GT3, Kunos has given us the 2021 GT World Challenge Europe season including all liveries and drivers. For those not content to race a single series, Kunos has created a new way to race: Open series. The Open mode allows you to combine various classes of cars, including ST and Porsche Cup with GT3 and GT4.

Another major update affecting gameplay is revised weather logic. Variability now has a greater effect on weather swings and durations.

The changelog pertaining to gameplay and content is below, and look for more coverage of the big 1.8 update here at RaceDepartment.
  • Updated project to Unreal Engine version 4.26.2.
  • Added Fanatec GT World Challenge Europe 2021 season as bonus content with all entries, liveries and drivers and championship season (certain entries subject to DLC ownership)
  • Added all-new BMW M4 GT3 as bonus content as part of the 2021 season.
  • Added Open season, merging all game content into a "sandbox" season featuring grid customization.
  • Added opponent grid mixing option to Custom Race Weekend and Quick Race game modes in the Open season.
    • Use the grid mixing sliders to set car group prevalence in the grid.
    • GT3 car group has an additional setting for preferred generation of opponent cars (all, pre-2019 or new-gen).
  • Added Open series championship mode with grid (car groups) and track lineup customization.
  • Fixed multiclass championships not splitting points per car groups.
  • Automatically generated custom cars are now grouped into teams both in single-make custom mode and Open series championship.
  • Reworked driver assignment system to support custom-generated grids and various driver count requirements.
  • Standardized entry and team ID system across the whole game content in support of the Open series grid generation and championship.
  • Removed entry duplication between the 2019 GTWCH and IGT seasons.
  • Fixed potential rule inconsistencies between official sprint and endurance game modes when played via Single Player and Championship.
  • This also fixes inconsistent auto-selection behaviour of the MFD in these sessions depending on game mode.
  • Tweaked AI logic for strategic decisions reacting to weather changes.
  • Fixed a potential issue with AI pitstop status when loading a saved game, causing cars to DNF.
  • Improved weather model: variability (=randomness in MP) now affects the variation and frequency of weather cycles:
    • Higher variability will now produce larger variation and less predictability in the length of individual weather cycles (time between peaks).
    • High variability might produce both fast changes or prolonged weather spells (or both combined) within the same weekend simulation.
    • Low variability will produce more even weather cycles, akin to the pre-update model.
  • Revised certain aspects of weather functions, including standing water formation and dissipation.
  • Revised skewed track limit definitions for Oulton Park that prevented correct gain calculation.
  • Revised pit speeding thresholds that were often too permissive, both on pit entry and pit exit.
  • Fixed invalid lap being eligible for personal and session fastest (purple) lap in race sessions (also in Multiplayer results).
  • Overhaul of track limit warnings on wet track with its own dynamic, gain-based reference system.
  • Added measures against irregular driving before the green light in Hotlap and Hotstint game modes.
  • Fixed an issue with the Ferrari 488 GT3 (both versions) that resulted in an inconsistency in pitstop position versus other cars.
  • Replay: revised replay tyre rotation matrix calculation to avoid misalignment between tyres and rim (and reduce disk space). The improvement is backwards-compatible, while newly saved replays should occupy less disk space than before.
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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

Comments

I am constantly amazed that the moment many users have problems, they delete and re-install the game.(not just here btw) I think many will have noticed a similar result:
Deleted, re-installed, and still not fixed. over and over.
 
I am constantly amazed that the moment many users have problems, they delete and re-install the game.(not just here btw) I think many will have noticed a similar result:
Deleted, re-installed, and still not fixed. over and over.
Not to mention that most games store the settings (the thing that usually gets messed up and causes issues) in the My Documents -folder, which is left completely untouched by a reinstall. Reinstalling is just a waste of time with most Steam games.
 
so for those with the issue on the sf1000s dash and leds not working, connect the pedals directly to the base and unplug any other usbs. this worked for me
 
I really like the open season class. It is nice to be able to race with other models that isn’t in the season.

Still hope mustang and Supra GT4 are coming with some GT2s
 
Hmmm....I have a go on this once in a while as I only do VR now and this isn't as good as other sims for that. My rig was hitting about 55fps in VR so I capped it at 45 and went with reprojection. After this update I was expecting amazing things but it appears to have done nothing in terms of performance and to my eyes looks worse. I uncapped the frame rate and it's no better.

I was going to spend some decent money on a CPU over winter but I've got about £1000 I need to spend on my motorbike's suspension instead. Oh well. At least it's only GT cars I'm missing out on.
 
Hmmm....I have a go on this once in a while as I only do VR now and this isn't as good as other sims for that. My rig was hitting about 55fps in VR so I capped it at 45 and went with reprojection. After this update I was expecting amazing things but it appears to have done nothing in terms of performance and to my eyes looks worse. I uncapped the frame rate and it's no better.

I was going to spend some decent money on a CPU over winter but I've got about £1000 I need to spend on my motorbike's suspension instead. Oh well. At least it's only GT cars I'm missing out on.
Native VR in ACC is crap, even with DLSS and FSR. With fholgers FSR mod 1.3 from github, including the important render radius, and my tweaked engine.ini I got decent visuals with much better performance. He just released version 2.0 with nvidias answer to AMDs FSR technique called NIS. Will try this later on. What gives me a tremendous performance boost was to force ACC to use the entire vram and not only 6GB.
 
While I salute Kunos' dedication to realistic physics I'm afraid that this update means I'm stepping away from ACC for the time being.

For me the new physics/tyre model combined with the new FFB has made ACC a bit of a chore to drive. Frankly I'm not enjoying it, and if I'm not enjoying it anymore then it's time to give it a rest.
 
While I salute Kunos' dedication to realistic physics I'm afraid that this update means I'm stepping away from ACC for the time being.

For me the new physics/tyre model combined with the new FFB has made ACC a bit of a chore to drive. Frankly I'm not enjoying it, and if I'm not enjoying it anymore then it's time to give it a rest.
Kind of the price you pay for making things more accurate. If the tire heat was very accurate then most simmers would have issues keeping their tires in params, and if the FFB was very accurate then everyone would complain they can't feel the tires. :D
 
While I salute Kunos' dedication to realistic physics I'm afraid that this update means I'm stepping away from ACC for the time being.

For me the new physics/tyre model combined with the new FFB has made ACC a bit of a chore to drive. Frankly I'm not enjoying it, and if I'm not enjoying it anymore then it's time to give it a rest.
I know it is kind of a task to adapt to the new physics / tyre feel, but stepping away from the sim seems a drastic step. What are your gripes in detail?

Initially I lost about 1.5 - 2 seconds compared to v.1.7. But I gradually was able to claw back most of the time again. Maybe still 0.5s left on the table from pre-v.1.8.
BUT I have to work harder for it than before. I have to be so much more precise with brake, accelerator and steering inputs to maximize grip and hence lap time. That said, I find it very enjoying to delve into this sort of challenge without try-harding too much though.
I didn't have too much trouble with tyre temps and pressures after opening the brake ducts for 1-2 clicks and maybe decrease front camber a tad. Getting the tyres to work properly takes 2-3 laps typically now, but I felt that they lasted longer in their performance window than before.
I am by no means an expert though, just a casual simmer.
 
Premium
I know it is kind of a task to adapt to the new physics / tyre feel, but stepping away from the sim seems a drastic step.
Depends on how attached to the sim you are imo. If you're just playing it ever so often to fill an hour and are not enjoying the feel anymore I see nothing wrong with using that hour for something you like better. If you're a hardcore user or if it's your favourite sim you're probably more willing to adapt and overcome.
 
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Depends on how attached to the sim you are imo. If you're just playing it ever so often to fill an hour and are not enjoying the feel anymore I see nothing wrong with using that hour for something you like better. If you're a hardcore user or if it's your favourite sim you're probably more willing to adapt and overcome.
My comment shouldn't have come across as critizism towards him. Just trying to understand his reasons.
Your comment could indeed be a valid one.
 
Alright, everyone stop B!tching about sim tire models and FFB!!!! Every time the devs try to make the FFB "feel real" they undo all the hard work I have done getting quick on the tracks. LEAVE THE FFB ALONE!!! Adapt dammit !!!
 
So the update to 1.8 is causing a me some pain. It's crashing for me on menus that have some graphics with this

Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed
at D:/Kunos/ksue4/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:116
with error E_INVALIDARG

Is is just me with my old machine or is anyone else having the same?
same issue here. been trying everything today to get this fixed. Updated GPU drivers and latest version of windows. uninstalled and re-installed. nothing seems to work. still crashing

Fatal error: [File:Unknown] [Line: 907] Rendering thread exception: Fatal error: [File:Unknown] [Line: 258] Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at D:/Kunos/ksue4/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:116 with error E_INVALIDARG
 
Alright, everyone stop B!tching about sim tire models and FFB!!!! Every time the devs try to make the FFB "feel real" they undo all the hard work I have done getting quick on the tracks. LEAVE THE FFB ALONE!!! Adapt dammit !!!
Looks like you need to learn to adapt to the FFB improvements
 
D
yes ffb is worst in ACC its for me most noticeable at castrol-S turn at nurburgring theres like no fell like driving on ice. Its my worst turn ever to take in ACC basically you must learn it how to turn wheel at which speed and if you not match it you make time loss... That turn is better feeled even in pCARS2, beam.ng , AMS2 and best of all ffb RRRE. AC it is good too to take and i feel car, but ACC is awful its no steering shaft feel like wheel lost connection to front wheels. i know they went for realistic wheel behaviour so power steering etc but still with power steering you have steering shaft feel... well it remember me when i was working in car rental and drove 2020s mercedes that has so powerfull powersteering so you almost felt no resistance to wheel and it reminds me if i would drive such new mercedes in ACC, but i drive GT3 car i think they still shall had some bigger resistance on wheel , especially car i drive BMW they are know for good wheel feeling and i feel like driving mercedes in ACC xD
yes my update finally downloaded and i was bout to try it myslef..
what i can tell abous ffb update i can tell what ive been telling for month. and tey basically listened to mee. iv been telling that ffb is much better on road feel at 10 than on 0 even for DD wheels, and i feel like they basically make 0 road feel as 10 now but even if you set 0 road feel you still have like 10 after update xd
but GOOD VERY GOOD thing is i dont know if relatod to ffb itself or physicks side more, is goin sideway is no longer hard to catch and save. it goes more natural way now. i remember so many rage quit cause got slide i know i would catch IRL but in game i had spin out, now it no longer works this way yo got much more room to catch nasty slide as they have IRL too of course. so finnaly devs start learning something that hard is not equal to realistic.. good thing indeed

and other thing i found someone mention xDDDDD that laptimes worsened after update xDDD
oh here the post iv found it finally at 9 page
I know it is kind of a task to adapt to the new physics / tyre feel, but stepping away from the sim seems a drastic step. What are your gripes in detail?

Initially I lost about 1.5 - 2 seconds compared to v.1.7. But I gradually was able to claw back most of the time again. Maybe still 0.5s left on the table from pre-v.1.8.
BUT I have to work harder for it than before. I have to be so much more precise with brake, accelerator and steering inputs to maximize grip and hence lap time. That said, I find it very enjoying to delve into this sort of challenge without try-harding too much though.
I didn't have too much trouble with tyre temps and pressures after opening the brake ducts for 1-2 clicks and maybe decrease front camber a tad. Getting the tyres to work properly takes 2-3 laps typically now, but I felt that they lasted longer in their performance window than before.
I am by no means an expert though, just a casual simmer.
thing is i not lost any second or even tenth if seconds from my lap times XDD as i always drove sims like i would do in real life, i always felt like xploiting physics is bad for both fair game and to my REAL LIFE driving skills so i never drove car in sim as i would not in real life and even if people in lobbys encouraged me to go faster there cause they told its physicks exploid (in pCARS2) i would try it once but then i would drive normally.
so thing is i not lost any tenth of second after this 1.8 update and also i win one online race finnaly for the first time. as i saw tis update is bad for kiddos exploiting physicks so tey cry now they no more fastest with them learned behaviours . and REAL racers as me i can finnaly feel good slip angle of car on my wheel and i feel car better overall so game no longer forces on me to learn which turn take at which speed and at which wheel angles but now i can feel car much better i would compare to beam.ng or iRacing feeling which has most realistic car feeling. much much IMPROVED game now i can tell... and kiddos cry them times is down cause tey learned exploits and exploits now fixed and i laugh so much at you now xD

My 488 feels horrible with 1.8. .Maybe needs new setup?
horrible cause more realistic now LOL maybe needs better driver and not expoliting physicks kiddo huh??? xD
 
Last edited by a moderator:
So the update to 1.8 is causing a me some pain. It's crashing for me on menus that have some graphics with this

Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed
at D:/Kunos/ksue4/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:116
with error E_INVALIDARG

Is is just me with my old machine or is anyone else having the same?
Same for me
 

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