Valencia completes upcoming ACC DLC pack

Valencia joins ACC in next update.png
Kunos is heavily teasing its next update for Assetto Corsa Competizione. The latest piece of content announced to be joining the game next week is the Valencia circuit.

Image Credit: Kunos Simulazioni

Teasing its supposed 'biggest ACC update ever,' Kunos has just announced the track set to join the upcoming DLC pack for Assetto Corsa Competizione. Circuit Ricardo Tormo has featured in GT World Challenge Europe for three years now and is coming to ACC next week.

The circuit completes the soon-to-be-released DLC alongside a trio of new cars. The Ferrari 296 GT3, Porsche 992 911 GT3 R and Lamborghini Huracan GT3 Evo 2 are also coming to the sim on 19 April.

In a Tweet announcing the track, Kunos also revealed that the content pack will be called the 2023 GT World Challenge DLC. Surprisingly enough, it will focus on this year's premier European GT3 championship. It should also bring all the drivers, teams and liveries from this coming year to the game. But don't expect every livery to feature quite yet as we are yet to see the cars compete in Round 1.

Another incomplete DLC pack​

Whilst the addition of three new cars and a circuit will provide a new lease of life to the game, it is true that the so-called 2023 GT World Challenge pack won't fully represent this season. Prior to heading to Spain for the Valencia Sprint round, the SRO series will also pay a visit to the Hockenheim Ring this year. Unfortunately, it seems this much-desired venue will remain missing from the game.

Sunset at Valencia in ACC.png


This isn't the first time that a DLC pack for Assetto Corsa Competizione will lack key content. Back in 2020, the DLC pack for that year brought Imola to the game alongside a pair of new cars. But it lacked Magny Cours, another round from that year's season. Today, fans still call out for this gap to be filled.

Whilst it is disappointing to see the German track lack representation in the game, we remain positive about the inclusion of Valencia. Traditionally a bike track, it often lacks representation in simracing. The last time it officially featured in a title was back in the GTR2 days.

The 2023 GT World Challenge DLC will release on 19 April alongside the next update for the game which is said to be a revolutionary one. Just one week away from the big release, we are excited to see the now five year-old game rejuvenated.

Which piece of content are you most excited for in the new 2023 GT World Challenge DLC?
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Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

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This isn't the first time that a DLC pack for Assetto Corsa Competizione will lack key content. Back in 2020, the DLC pack for that year brought Imola to the game alongside a pair of new cars. But it lacked Magny Cours, another round from that year's season. Today, fans still call out for this gap to be filled.
Very short memories in the media I see.... again.... Kunos explained why they did not add Magny-cours in 2020. They we literally unable to get access to scan the track due a little restriction called COVID. Not sure if you remember it... I was informed that this was quite understandable due to the situation on a website you might have heard of, call RaceDepartment... 11 Nov, 2020
 
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Very short memories in the media I see.... again.... Kunos explained why they did not add Magny-cours in 2020. They we literally unable to get access to scan the track due a little restriction called COVID. Not sure if you remember it... I was informed that this was quite understandable due to the situation on a website you might have heard of, call RaceDepartment... 11 Nov, 2020
Very well and true but that is years ago now and COVID is a thing in the past. There are just so many missing tracks and it makes no sense why the studio have an official license for this game yet they cannot produce content for it. American DLC is useless without a full calendar of tracks. The optics look bad on Kunos just saying ;)
 
from the get go Kunos said there were certain aspects of the real life series they would nor recreate (fcy and pace car, for instance) so I was always only a little bothered about whether the season was complete or not
 
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from the get go Kunos said there were certain aspects of the rel life series they would nor recreate (fcy and pace car, for instance) so I was always only a little bothered about whether the season was complete or not
The lack of FCY and a pace car is the reason why I would rate ACC 8/10 instead of, say, 9/10. It's not a complete simulation without these, no matter what Kunos says.
 
The lack of FCY and a pace car is the reason why I would rate ACC 8/10 instead of, say, 9/10. It's not a complete simulation without these, no matter what Kunos says.
Yeah. I'd love a safety car/FCY system in ACC. I understand the reasoning behind not including one provided by Stefano Casillo (required dev time and putting around behind a safety car not being fun!) but at the same time, it introduces more skills for a driver – having to deal with cold tyres on restarts and regaining rhythm/focus after the "break" in the flow of the race provided by the SC.

I also would argue that you have to make accomodations for the fact that it's a video game (especially if there's not a simulation of car recovery) and so cars can just instantly "return to garage". This applies especially to online multiplayer racing, but also racing with AI. Removes the need for a SC.

Another "it's a video game" accomodation is that you arguably don't want random mechanical failures in a multiplayer sim racing game (especially one featuring reliable, modern cars like ACC and without a detailed simulation of mechanical sympathy like BeamNG) because it is a game, and you'd want online races to ultimately come down to driver skill.
 
Yeah. I'd love a safety car/FCY system in ACC. I understand the reasoning behind not including one provided by Stefano Casillo (required dev time and putting around behind a safety car not being fun!) but at the same time, it introduces more skills for a driver – having to deal with cold tyres on restarts and regaining rhythm/focus after the "break" in the flow of the race provided by the SC.

I also would argue that you have to make accomodations for the fact that it's a video game (especially if there's not a simulation of car recovery) and so cars can just instantly "return to garage". This applies especially to online multiplayer racing, but also racing with AI. Removes the need for a SC.

Another "it's a video game" accomodation is that you arguably don't want random mechanical failures in a multiplayer sim racing game (especially one featuring reliable, modern cars like ACC and without a detailed simulation of mechanical sympathy like BeamNG) because it is a game, and you'd want online races to ultimately come down to driver skill.
Agree with you on all points. I wonder if it would be possible to turn off FCY and mechanical failures in an online race. (I'm not a programmer - far from it - so I don't know if it can be done.)
 
This talk about FCY (which is valid), makes me wonder all the more why another aspect is missing: the ability to share your car with an AI driver. I do exclusively single player, by the way. GT racing is all about sharing the car and I feel weird about doing long races "on my own". There's no chance I am going to replicate my favourite race, the Paul Ricard 1000Km, in the game but I would love to do a few stints within the six hours.
 
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This talk about FCY (which is valid), makes me wonder all the more why another aspect is missing: the ability to share your car with an AI driver. I do exclusively single player, by the way. GT racing is all about sharing the car and I feel weird about doing long races "on my own". There's no chance I am going to replicate my favourite race, the Paul Ricard 1000Km, in the game but I would love to do a few stints within the six hours.
Yes, I find that especially curious given the AI will swap drivers (or at least names) in a race. Not quite the same to drive into the pits, select a different name in the pit menu, and then drive out again pretending to be someone else :roflmao:
 
Yes, I find that especially curious given the AI will swap drivers (or at least names) in a race. Not quite the same to drive into the pits, select a different name in the pit menu, and then drive out again pretending to be someone else :roflmao:
I've driven ACC only a little. Is there a clear explanation of at least doing what you describe and changing the 2nd driver's name?
 
you can put together "your" team by equipping three virtual drivers with different names, helmets, suits and gloves. If I remember correctly, this is done in the "player" menu. When you then go into pits and the game is set to driver swap, you click on one of the two other names and then step into that "driver's" role. I've put my two adult children as my #02 and #03 drivers, never told them ;)
 
you can put together "your" team by equipping three virtual drivers with different names, helmets, suits and gloves. If I remember correctly, this is done in the "player" menu. When you then go into pits and the game is set to driver swap, you click on one of the two other names and then step into that "driver's" role. I've put my two adult children as my #02 and #03 drivers, never told them ;)
thanks, I really have to devote more time getting comfortable with ACC.
 
I'll give this DLC a pass. I'm waiting for Sebring, Sonoma and Road America. More tracks please, not any more cars! I get my fix for racing more cars in either AC or in AMS2.
 
I'll give this DLC a pass. I'm waiting for Sebring, Sonoma and Road America. More tracks please, not any more cars! I get my fix for racing more cars in either AC or in AMS2.

though i have to say i don't find that these two are up to the standard of the cars in ACC. yeah you might have the modded in 992 gt3 r in AC but is it really the 'same' to drive as with the physics and ffb of the 'real' thing in ACC? i would highly doubt that.

i agree however that i also would like to see more tracks in ACC, heck, i'd like to see tracks over cars in basically every racing sim.
but i don't think it is a matter of either-or, because the people who are modeling the cars and doing the physics for them are most certainly not the track artists, i believe its different departments or at least they are different devs, so ideally we can have both because one thing does not take workforce away from the other.
if anything its about the financial viability, i guess that to license a car is cheaper than to license a track? also the amount of work needed to create a track is likely much higher?
 
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though i have to say i don't find that these two are up to the standard of the cars in ACC. yeah you might have the modded in 992 gt3 r in AC but is it really the 'same' to drive as with the physics and ffb of the 'real' thing in ACC? i would highly doubt that.

i agree however that i also would like to see more tracks in ACC, heck, i'd like to see tracks over cars in basically every racing sim.
but i don't think it is a matter of either-or, because the people who are modeling the cars and doing the physics for them are most certainly not the track artists, i believe its different departments or at least they are different devs, so ideally we can have both because one thing does not take workforce away from the other.
if anything its about the financial viability, i guess that to license a car is cheaper than to license a track? also the amount of work needed to create a track is likely much higher?
Yeah, the quality of a conversion depends on the talent and efforts of the people converting, not the source material. Legal stuff aside, I feel like the good converters don't get the credit they deserve, because "meh, conversion". Meanwhile most of the ACC to AC conversions (tracks as well as cars) look and drive subpar in AC. There are exceptions, quality conversions, but one simply cannot put together a quality grid in AC that would equal the one in ACC.

And we haven't even discussed BoP.
 

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