ACC V1.6 and 2020 GTWC DLC Now Available

Paul Jeffrey

Premium
The new 1.6 Assetto Corsa Competizione update and DLC content is now live.
  • 1.6 build update live.
  • Imola DLC live.
  • GTWC 2020 cars DLC live.


Additional Reading | Aris Blog 1: Click HERE
Additional Reading | Aris Blog 2: Click HERE

1.6.0 Changelog

GENERAL

  • Added 2020 season with all entries, teams and drivers.
  • Bonus liveries that were previously added in the 2019 season now form part of the new 2020 season.
  • 2020 championship, Mercedes-AMG GT3 2020 and Ferrari 488 GT3 Evo 2020 available as DLC.
  • Imola circuit available as DLC.
GAMEPLAY
  • New and improved AI algorithms for racecraft and attack.
  • New skill-dependent AI driving error algorithm.
  • AI: removed throttle lift by low-skill opponents when global AI strength is set to 90 or higher.
  • Adjusted AI lines on several tracks.
  • Increased sensitivity for blue flag trigger if a GT3 is behind a lower-class car.
  • Brands Hatch marshal fix.
  • Misano marshal fix.
  • Nürburgring marshal fix.
  • Lumirank: added yellow colour for Silver class cars.
  • Marshal yellow sectors are now created based on centre position and not the starting point.
  • More accurate sector yellow flag alerts.
  • More sensitive yellow flag trigger for cars with stalled engines or facing the wrong direction, even at speed.
PHYSICS:
  • DHE tyres available for applicable tyre dimensions for the 2020 GTWCH season.
  • Provides better feedback and more traction with less overheating.
  • Available when playing 2020 season. Older seasons retain their corresponding BoP and tyre versions!
  • Wet tyre compound tweaks and fine tuning.
  • Revised BoP system (backend) and added support for 2020 season BoP.
  • Added camber limitations for BOP 2020 as per regulations.
  • Global tyre model improvements in realignment forces based on new data.
  • Improvements in the simulation of pressure dependency and its effects on the tyre footprint and related tyre dynamics.
  • Aero yaw simulation improvements.
  • See our blog post on the official support forum for more detailed information on the above changes/improvements.
  • Old setups might need revision and it is generally recommended to run safer setups.
  • Further improvements to the global weather model and dynamic track.
  • Fixed Porsche 991II GT3 R Laguna Seca wet preset.
  • Improved Ferrari 488 GT3 aero simulation
  • Fixed rear brake pads in the BMW M6 GT3 Monza wet preset.
  • Minor revision of collider meshes for certain cars.
  • Adjustments to brake disc consumption (less).
AUDIO:
  • User commands to increase/decrease master audio volume in session (default NUM+/-, remappable).
  • Spotter message added alerting for faster car approaching.
  • Improved spotter message system.
  • New spotter messages for race pre-session countdown.
  • FMod Studio: fixed continuous play/stop events.
  • Thunder sound is now played already when heavy rain is on the forecast.
UI:
  • Replay HUD: added results table overlay and button to toggle it. (sector times not available for lap-per-lap breakdown).
  • Special Events page minor styling adjustments.
  • Leaderboard: minor styling adjustment.
  • Revised manufacturer logos for the UI and leaderboards.
  • MFD: checkboxes toggle using left-right UI binding and ignore the enter/forward UI binding.
  • Freed up the "enter/forward" button for all controllers - so you can bind that to some other driving function as well on the wheel, the pitmenu checkboxes will only toggle with left/right - and in MP the forward/enter button (when pressed on a directinput controller) won't pop up the chat window (with electronics or pitmenu active).
  • MFD: now always visible even when HUD is hidden (using HUD cycle long press), can be hidden by cycling to empty page or long pressing MFD input.
  • Now allows driving with MFD only with the HUD hidden, cycling MFD no longer unhides the HUD.
  • Server list: track season tag is now always explicitly shown.
  • Loading screens revised and removed obsolete track status information.
  • Bindable inputs to increase/decrease FFB gain per car in session.
  • Bindable inputs to increase/decrease master audio volume in session.
  • Global UI styling refresh.
  • Fixed mouse scroll function on the TV Session Time overlay.
  • Localization update.
  • Improved delta and predicted laptime accuracy.
  • User setting in the hud.json added to disable automatic MFD page swap on pit entry/exit:
  • "autoSwitchPitMFD": true/false
GRAPHICS
  • Mirror refresh rate settings in Video Options.
  • Option to set a fixed fps cap, a fixed rate cut based on current fps or "Auto", which is a dynamic setting.
  • Global performance optimizations.
  • Potential fix for virtual mirror clipping with geometry in some car cockpits.
  • Added stop marker in the regular pitstop animation to help with car positioning.
  • Revised pedal animation system and fixed an issue where the throttle pedal would occasionally remain stuck in pressed position.
  • Optimized secondary animations in replay and spectator mode.
  • Fixed National class sticker visibility.
  • Added Lumirank SAS driver info device showing track/car status.
CONTROLS:
  • Added FFB per car setting (default keys are NUM8 and NUM2 to increase/decrease, remappable).
  • Values are stored in a file called "ffbUserSettings.json", it is a multiplier on the global gain you set in the controls settings.
  • Added gamepad rumble effect type enhanced/legacy options, legacy being the rumble implementation used to date.


Assetto Corsa Competizione is available now on both PC and console.

Got questions about the sim? Want to know more and share your thoughts with our awesome community? Head over to the Assetto Corsa Competizione sub forum here at RaceDepartment and get a thread fired up today!
 
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I've tried it and there is no 'true' 90fps. still same old, same old. Still does not compare to AMS2 which is breathtaking in VR.

What are you talking about?

I just tested it for you again, this time with the oculus performance tools overlay.

15 ai cars, monza, starting last.

I had two dropped frames at the first chicane and after that the framegraph was a straight line without a single hitch, so yes, 90 FPS all the time.

I don't really care if you believe it but why should i make this up?

Ok, i admit that this was only one track and i will test some more in the evening but this looks really promising.
 
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It does. Just had a race vs the ai and the game was 100% smooth in vr (like not a single framedrop smooth), even outperforming AMS2.

If i compare that to how the game performance in vr just a couple of months ago it's almost sorcery.

Wow that's either sarcasm or its made my night, will be trying it out later as had given up on ACC due to its VR side as my computer isn't enough for it sadly, until i get my new build sorted anyhow.
 
The tire model in general received updates, the 2020 cars have a new tire compound on top of that.

Not sure if you meant this, but to clarify. When you press 2020 on top of the screen. All cars will now have this new Pirelli DHE tyre. For the older seasons there is also an update to the tyremodel but they still use the older tyre from Pirelli.

it doesn’t have anything to do with the year next to the car name.
 
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Wow that's either sarcasm or its made my night, will be trying it out later as had given up on ACC due to its VR side as my computer isn't enough for it sadly, until i get my new build sorted anyhow.

It's not meant to be sarcasm .

I never played ACC much due to the bad vr performance and this is much better,

Gave it another shot, this time nürburgring with the same setup, so 15 ai and starting last.

Obviously some dropped frames at the first corner. After that i had two small stutters with 2-3 dropped application frames at the "Bit Corner" and 1 dropped compositor frame somewhere around the track.

Now that's not as smooth as monza but for me, that's good enough now to not keep me from playing in vr anymore.

Don't know how representative that is but i think nürburgring is one of the heaviest tracks?
 
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Kunos.
1d1173efd705aaf5df410ddd0e318317.jpg
 
Bad frame pacing for me since 1.6.0.. FPS counter always shows a steady 60 fps (with frame limiter, no VSYNC), but it's running very uneven, sometimes it looks smooth, sometimes it feels like 30 fps, and anything between. GPU is bored and no CPU core is at 100 %.

Am I the only one?
 
Early thoughts are that the AI is better although i'm not seeing any passing amongst the AI themselves even at 100% aggression. Would be interested to see what others are seeing. A little disappointed that we can't do mulitclass with the AI yet, but perhaps in the future.

I'm on the fence with the FFB updates. Using a DD wheel it feels more springy in the center to me and I'm not 100% sure I like it yet, but again it's early.

Track is high quality. Pricing is great as usual from Kunos.

I've seen a couple of frame stutters going into the final turns at Imola, but it's not consistent.
 
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Ouch - really not a fan of what they've done with the tyre model for the older tyres.

I've gone from 1.24s to 1.29s around the Hatch, mainly because of ridiculous snap oversteer that wasn't there before, or probably more to the point I'm not getting the feedback to tell me I'm on the limit.

Hope it gets fixed soon.
 

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