Paul Jeffrey

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Kunos strikes again! Another hotfix update for ACC has been released yesterday - the fourth such update since the Italian studio deployed the big 1.7 update of the simulation.

Yup, busy days apparently at Kunos Simulazioni HQ in recent weeks with the fourth ACC hotfix update of recent days having dropped today, adding yet further tweaks and refinements to the title following the release of the recent British GT Pack DLC.

ACC Header.jpg


Assetto Corsa Competizione V1.7.4 Update Notes:

PHYSICS:

  • Fixed a tyre allocation error in certain 2020 BOP groups.
  • Tweaks to the heat and camber thrust sensitivity of the wet tyre compound.
  • Fixed total fuel ignoring BOP fuel cell limits when refuelling on non-empty tank.
  • Added shared memory items for track grip status, rain level and forecast.
  • The status enumerators represent stages (and not exact values), and correspond with the UI widget icons and readouts.
  • The old quantified surfaceGrip item is now null and obsolete.
  • More information in the Shared Memory documentation.
GAMEPLAY:
  • AI now make strategic decisions in FP sessions too.
  • Fixed an error with AI pit time calculation with unscheduled pitstops.
  • FP session length maximized at 60 minutes in Championship mode to be consistent with regular SP.
  • Fixed all marshals waving checkered flag at Donington.
  • Widget formation: row offset increase to remove potential advantage of outside lane on certain racetracks.
UI:
  • Server list: corrected "no mid-race join" indicator - requires upcoming server update to be fully functional.
  • HUD: weather widget visible even when viewing opponents.
  • HUD: weather widget permanently visible on TAB leaderboard page.
  • HUD: fuel selector in pitstop MFD page now has a slower acceleration through values when left/right held down.
  • HUD options page: the margin selectors now accelerate faster through values when left/right held down.


Original Source: Assetto Corsa Competizione Steam.

Assetto Corsa Competizione is available now on PC and console.

Got questions about the sim? Want to know how to make the most from your instal? No worries, fire up a new thread in the Assetto Corsa Competizione sub forum here at RaceDepartment, and let the community be your guide!

ACC hotfix Footer.jpg
 
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It would probably help others if you would list what equipment you are using in addition to a definition of "poor". I think a lot of pissing contests on the forum starts when someone states that something about a game doesn't work for them without stating specifics about equipment and settings. This causes the "Defenders of the Realm" have to get their swords and charge. :whistling:

"Defenders of the realm" :roflmao:
 
Considering that KUNOS collected actual real data from GT3 cars I would just assume that the FFB is just right the way it is.

Yes and no.....as with the majority of sim racing devs they too use RL data from teams, the majority of data is suspension, engine, and aero. Tire data is available to an extent but doesn't always compute into the digital world properly as there are far too many variables that these games don't account for leading to some guesswork.
Hence why we continually get physics and hotfix updates in every title :)

I use a low-end wheel TM TX, my only complaint towards the ffb is that there seems to be a giant dead zone between 10 and 2 when turning into a corner which makes the front end feel very light and hard to tell if I have the grip or understeering.
Outside of 10 & 2 lateral force just gets heavy than light when grip is lost.

Through the entire range I feel the road, suspension, and aero, I just can't get a good turn-in feel and the tire info to my liking as it feels drowned out by the suspension/aero
 
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It would probably help others if you would list what equipment you are using in addition to a definition of "poor". I think a lot of pissing contests on the forum starts when someone states that something about a game doesn't work for them without stating specifics about equipment and settings. This causes the "Defenders of the Realm" have to get their swords and charge. :whistling:

Yeah totally mate, i hear you.

I dont have the best wheels, but i use both a t300 and g29 on it, i know they are essentially "toy" wheels, but even so, against the other sims in my list it comes out bottom, maybe its just my kit, i appreciate some of you guys use top end gear and it might be totally different for higher end stuff.

As i said, its a great game, just ffb is literally massively important and it falls on a few important areas greatly against the others i think.
 
Yes and no.....as with the majority of sim racing devs they too use RL data from teams, the majority of data is suspension, engine, and aero.
Well, they logged the data from the torque sensor on the steering wheel shaft. At that point they can compare the virtual steering torques vs time to the real ones. That thing alone doesn't make the FFB, but it can be a good comparison tool to check if the virtual car is behaving correctly.
 
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I don't want to derail this further but I’m not going to open a thread to answer a question that I’d have to anyway post here to refer people to. I apologize if this is the wrong approach.

Would you upload it to downloads please?

This guide is for the g29. But there are LUTs for other wheels; this explains the general process. I tweaked the settings in game to give me a feel I’m comfortable with.


I’m no expert but if you need to discuss this further please make a thread for it so we don’t go more off topic.
 
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how ru guys all loving ACC so much?? I mean it is UNPLAYABLE in VR ! I had to switch back to the original AC and will not go to ACC until the VR is as enjoyable.
(and i have a decent pc, running a RTX 3070 on a Ryzen-9 5950x, so it must be the game that isn't making proper use of the hardware)
I havent tried in a while, now with this new update will try again... but there is no mention of VR improvements , so I don't hold my breath!
 

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