Small HotFix Released for Assetto Corsa Competizione on Steam

ACC April 2022 HotFix.jpg
A small hotfix has been released for Assetto Corsa Competizione on Steam that adds liveries and addresses some minor bugs.

Kunos Simulazioni has been somewhat quiet following the release of the Challengers Pack DLC for Assetto Corsa Competizione, but the developer is still hard at work behind the scenes and has shared a small update for ACC.

The update is a comparatively small one, but does bring some interesting new liveries to the sim. Also, players who have been using direct bindings for ECU maps (as opposed to +/- ECU changes) should see improvements to the user experience.

Kunos' next major update for ACC on PC is expected to have an American theme. Only a few "blink and you miss it" teasers have been released so far regarding this content, and no release date has yet been shared.

Let us know your thoughts on ACC in its current state, or what you hope to see updated in the sim moving forward.

Changelog v1.8.14
  • Added liveries for partner esport activities.
  • Added bonus GTWCHEU 2022 liveries.
  • Fixed a display issue of out-of-range engine map stage when using direct bindings. NOTE: the error only affected the display value on the HUD/dash.
  • Fixed shifted UI labels for engine map direct input settings. NOTE: does NOT require remapping existing input bindings.
Let us know your thoughts on Twitter at @RaceDepartment or in the comments below!
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'm disappointed with ACC's lack of cars and lack of tracks. I hope ACC 2.0 will not fall into the same trap.
then go look at games like pcars 2 or ams 2 which have a different approach, the quality of the cars is all over the place. same goes for rf2, quality of cars and tracks varies vastly. you rather would have quantity over quality in a racing simulator? i would not, so i am happy with what ACC is. I like heavily curated environment (iRacing) and/or heavily curated content (ACC).
also lack of tracks? it has 19 tracks and those are basically industry leading in terms of accuracy.
there is this sentiment nowadays of people always wanting "more" or "the next thing" and not being able to actually enjoy what they have in front of them because they always look over it.
 
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I find limited content a blessing instead
Depends on what's limited. AC1s "a bit of everything, but no semi filled grid of any series" wasn't great. ACC does better in that regard (even if I myself don't care much about pure GT3 class racing hence never moved over).
 
then go look at games like pcars 2 or ams 2 which have a different approach, the quality of the cars is all over the place. same goes for rf2, quality of cars and tracks varies vastly. you rather would have quantity over quality in a racing simulator? i would not, so i am happy with what ACC is. I like heavily curated environment (iRacing) and/or heavily curated content (ACC).
also lack of tracks? it has 19 tracks and those are basically industry leading in terms of accuracy.
there is this sentiment nowadays of people always wanting "more" or "the next thing" and not being able to actually enjoy what they have in front of them because they always look over it.
Couldn't agree more.

But you can never have enough quality tracks in a racing sim.

If ACC has one flaw is that there is more potential for better circuits.
Of course what makes a great circuit is down to personal preference. Also the circuit package of course is down to licensing as well:
SRO licenses like British GT and GTWC Europe allowed for tracks like Snetterton, Zandvoort, Paul Ricard to be included: tracks I generally don't race and personally would swap out for circuits with a more legendary history in terms of GT Racing

Don't get me wrong: with Spa, Suzuka, Bathurst, Laguna Seca, Imola and the likes some of the best circuits in the world are already included. But Personally I'm missing some American and Asian legendary GT Racing tracks that would give the title a more international feel (I know it is licensed as GTWC Europe - but IGTC is there too).

In my ideal title I would like to race all of the legendary GT tracks like Sebring, Fuji, Daytona, Watkins Glen, Road America, Road Atlanta or even Dubai Autodrome (and yes Nordschleife too).

Grts
 
I'm disappointed with ACC's lack of cars and lack of tracks. I hope ACC 2.0 will not fall into the same trap.
You cant ask more from a game licenced under SRO. take a look on F1 games, they cant just put more tracks which are not in the real calendar too. ACC is F1 for GT cars.... Of course i would like to see WEC + SRO and more categories and track in this game...Their physics engine is amazing and would be awesome to drive other cars. We have AC whats not bad at all, and the moding basically brought AC2 allready.
 
I know that it is not part of the series, and probably not possible to license for ACC, but MAN it would be fun to have the........................... (you know what :))
Honestly no - I'm totally and utterly Nurb-ed out. If I really want to thrash round the Nords then I've got AC, PC2, GT Sport, AMS2, R3E, rF2 (have I missed any?) to do that.

I find ACC quite refreshing in it's singular approach to a particular racing series.
 
While I liked quite a lot AC1, I must admit that I liked more ACC. AC1 just followed the same concept of Rfactor 1 in a modern game engine, but in that game concept resides it's biggest strength and it's biggest flaw: mods and wide variety of content.

Their strength is that if you don't find the kind of content that you wish because the developers don't have the money to make that content or they don't like that kind of content, the game gives you all the tools needed to create for yourself and encourages you to share it and to create a community around the game modding scene. We all like that, and we all like to try the next big thing every time a new mod is being released.

But in that same strength resides the biggest flaw of the game: low quality content. The modders are a bless for the game, but at the same time they lack the resources, knowledge, expertise and skill to make content anywhere near of what ACC can do. They are never going to be able to have access to aero maps of the real car, tire data directly from the tire manufacturer itself, not even basic info of how the car electronics work, and in most cases they are not going to even have access to the real car telemetry data to compare.

Most mods have physics done by people that create their physics based on their own biases about how a car the have never driven should behave, this leads to examples like the drift cars with fantasy physics with very weird behaviours.

The tracks made by modders also lack depth: those tracks are made on very low resolution google maps data fine tuned by the modders mostly and in some cases with the additional help of some cad data that can or can not be outdated that they found somewhere. Whilst the ACC tracks are laserscanned and all the real life bumps and cambers are accurate, there is no fantasy bumps to simulate bumps on braking zones. The real cambers allow to follow the real life lines in corners in where the ideal line isn't the geometrical one because of how the corner cambers are in real life.

With mods we have optimization issues because the cars and tracks are made by either people without a deep knowledge of the game engine or people that have a better computer than you, leading to include more detailed tracks, textures and poligon count than the original tracks of the game that runs fine in the modder computer but bad in your own.

The mods almost always have a negative effect on FPS with respect with the game developer made tracks and cars because of that reasons, and because they tend to try to measure dicks with the game developers, thus creating more detailed tracks just for the sake of bragging rights. Because mods are made mostly by amateurs the quality of those is always all over the place varying from mediocre quality to not that far from the game developers content.

Other problem with mods is that the modded cars more often than not don't match in performance with other cars of the same category: you go to a online race of GT3 cars and the original game ones have one performance, whilst every modded car don't match the performance being because it has more or less grip, less or more drag, a difference in weight, engine power, tire temperatures sensibility or in tire degradation.

With mod friendly games we also have the problem of race category rules. You can have a mod that includes the all the cars of a F1 season and all the tracks of said season, but you are not going to have sprint races nor staged qualifying, nor penalties for engines and gearbox changes, nor track limits that follow the category rule set. Then you try to play a SRO championship with GT3 cars and the cars don't follow the balance of performance for every specific track, nor most of the rules from that category.

The strength of a single series game is it's laser focus on that set of cars and tracks: every car and every track have a consistent level of game performance, physics depth and visual quality. And add to that the game simulates faithfully the rule set of the category, adding to the depth of the game experience.

I'm a hardcore fan of realism, and thus physics accuracy, mods more often than not are wildy inaccurate, no matter how much the modders trash the original game physics on discord while they brag about how much their physics are way more accurate. I fear that AC2 is going to lower the physics engine accuracy because a mod team is never going to have access to the intelectual property of any real life car aero map, they are going to be forced to make a fantasy one based on their own biases and preferences, so accuracy is going to suffer.

To me the ACC way is the right way, but the right way for kunos and 505 games is always going to be the AC1 way, because most people want 298965534 cars and 234135252 tracks, no matter the quality, provided it has fancy graphics, sounds, and the cars handle reasonably well.
 
In my ideal title I would like to race all of the legendary GT tracks like Sebring, Fuji, Daytona, Watkins Glen, Road America, Road Atlanta or even Dubai Autodrome (and yes Nordschleife too).
Well, ACC might come close to the ideal title then because as you maybe know there will be a track pack coming in summer and if rumors/teasers are to be believed then it will be a GTWC America track pack.
 
Did anyone find out what the new ´22 liveries are? I only quickly browsed through the cars and teams last night and didn´t find anything.
 
Did anyone find out what the new ´22 liveries are? I only quickly browsed through the cars and teams last night and didn´t find anything.
i did not check but usually when there are current liveries added then they are always the first in the respective car's showroom when you choose the latest season
 
ACC really is a case of if you don't like it, don't buy it. We all know what the deal is now and it was never sold as anything more than it is. My main problem with it is VR performance and looks but that's a different matter.
 
ACC really is a case of if you don't like it, don't buy it. We all know what the deal is now and it was never sold as anything more than it is. My main problem with it is VR performance and looks but that's a different matter.
It doesn't become problem once you've accepted that the ability to launch ACC in VR is actually a bug, and not a feature.
 
Did anyone find out what the new ´22 liveries are? I only quickly browsed through the cars and teams last night and didn´t find anything.
The 2022 GTWC Europe Endurance cup liveries have been added in 2021 season and open series.
They include liveries for:
PRO cup cars
SILVER cup Cars
PRO-AM cup cars
For both existing and new teams - though I believe some specific liveries may be missing...

GOLD cup cars and teams were not added (probably because they don't exist in the game?) - maybe that will be added when the official 2022 campaign is added. Also sprint cup liveries were not added (the season doesn't start until this weekend) I believe.

Good update, l like the 2022 liveries.
 

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