Assetto Corsa Competizione | Hotfix 1.3.3 Released

Paul Jeffrey

Premium
A new hotfix update for Assetto Corsa Competizione is available to download.

Build 1.3.3, is available to download the next time players restart their Steam clients, and comes complete with a number of fixes and improvements to the simulation, based on feedback and testing since the major 1.3 update released back on February 4th.

ACC V1.3.3 Update Notes:

GENERAL:

  • Fixed frame drops after a set amount of sessions, causing lower performance after multiple sessions for some users.
GAMEPLAY:
  • Fixed AI tyre wear in saved games.
  • Fixed a bug related to track surfaces when loading a saved game resulting in pitstop and stint timer issues.
  • Cutting last chicane in Suzuka now invalidates the next lap.
  • Cutting last chicane in Suzuka during the first lap after a short formation lap will now trigger the penalty as intended.
  • 12H race weekend game mode now has a limit of 15 tyresets.
  • Fixed a bug with Superpole game mode, allowing the player to set more than 2 fast laps.
  • Wrong lap remaining value corrected for SG penalty for pitlane speeding.
GRAPHICS
  • Fixed numberplate appearence in gallery replays of MP sessions.
  • Suzuka reflection map position update to remove unwanted green tint.
UI/HUD:
  • Audiocomms text message category and priority tweaks.
  • ECU setting changes (TC, ABS etc.) now have their own race comms category.
  • Time multiplier is now displayed in session summary page both in SP and MP.
  • Added Championship replay category.
  • Updates to driver stint messages and message behaviour.
PHYSICS:
  • NSX engine power adjustments.
  • Mount Panorama grip adjustments.
  • Suzuka asphalt abrasivity (tyre degradation) adjustments.
  • Fix for occasional setup corruption that caused a broken car state.
  • Fixed car spawn issues in certain conditions.
MULTIPLAYER:
  • Server result.json now writes metaData, serverName and sessionType as intended.
  • Fixed an incompability with the allowAutoDQ setting, causing post race penalties not being applied when enabled.
  • Re-enabled driver stint time and total driving time rules for non-public MP.
  • Re-enabled isRaceLocked, so joining races can be allowed again.
  • Client should now handle all disconnect scenarios properly.
  • Various improvements for driver swaps and spectator mode:
  • Stint and driving time rules now work reliably in swap situations.
  • Mandatory pit stop rules now work reliably in swap situations.
  • Penalties now transfer correctly across clients in swap situations.
  • Prevented server misconfiguration that led to join order relevance.
  • Missing mandatory state update after swaps corrected.
  • Tyre compound, pressure and brake strategies transfer reliably in swap situations.
  • Fixed a bug that prevented the player from adjusted pressures when selecting wet tyres in the MFD on track.
  • Pit crew visibility fixed for spectating client.
  • Fixed swap widget disappearing for some players in multi-car sessions.
NOTE: due to changes affecting physics and track limits, the leaderboards of Special Events #55 and #57 will be reset.


Assetto Corsa Competizione is available now, exclusive to PC.

Got a question? Open a thread at the Assetto Corsa Competizione sub forum here at RaceDepartment! Oh, sign up for some awesome online racing too while you are at it, you won't regret it!

ACC Hotix 1.3.3.jpg
 
No rain drops on the windshield? I set everything on the epic (i7-9700, RTX 2070 S, so its not that bad), but no change - rain drops illuminate on the car body and on the track and its all. Then I try to check game files on the Steam, no change. Finally I reinstalled ACC, no solution. Resolution is 3840x2160, and rain drops works fine up to now.
 
No rain drops on the windshield? I set everything on the epic (i7-9700, RTX 2070 S, so its not that bad), but no change - rain drops illuminate on the car body and on the track and its all. Then I try to check game files on the Steam, no change. Finally I reinstalled ACC, no solution. Resolution is 3840x2160, and rain drops works fine up to now.
Do you use some engine.ini hack?
 
This information is horribly outdated and misleading, the open VR (steam) version performs no less than the oculus version of DR 2.0. They fixed it so about a month after it's release.

It was awful on release, on my 9700k 2080ti, they fixed it and i sang it's praises and bought the DLC's

ACC also improved a lot when they optimized the CPU, got rid of the join lags and introduced the presets. I run it on the Index at 120hz, and it glides at 60-70fps on full field AI and multi without any visual stutters on the VR epic setting, the native res of Index is the perfect sweet spot on clarity not to have to push pixel density or super sampling.

Nailing my colours to the mast, I race as Des (surname) VR. While not the greatest in the world, i'm sure there's been a few people that have either been at the front or back of me than can attest to the fact run pretty well and fair.
VR epic preset has several items with poor quality settings, take a look in case you can pump up a little visual quality and take advantage of your poweful hardware ;)
 
VR epic preset has several items with poor quality settings, take a look in case you can pump up a little visual quality and take advantage of your poweful hardware ;)

Not sure, I like what works:) The visuals are totally adequate (clarity is what counts, without it looking like a cardboard cutout). That said before they introduced the presets I was running a custom cfg that copied from one of those what works threads, so maybe there's some residuals left over from that.

Tbh when they updated with the preset settings, my heart sank it ran like ****, till I flicked it to epic and all was good again.
 
Well, I don't care the rest of the field. They are AI. This is a simracing for me not for them. I race for pure pleasure of driving those beautiful cars, which I can't drive IRL. I race single player to learn the car, the track, to learn how to drive door to door, in preparation for online racing.
I don't play single player championship, BUT, even for those that play I don't understand why matter how the AI pass each other when they are out of my sight. And why it is important which AI finish first??? It is a computer driver, it is a piece of software. And in the end it is pure aleatory. They don't have skills :confused: for them it is like lottery. The main reason for the existence of the AI it is for ME to race with THEM.
Well you couldn't be more wrong.

Imagine playing an F1 game and the end results are Kubica in first and Hamilton last because the AI is so bad it can't overtake. Or you manage to catch up on first on your Williams because the leader can't overtake a backmarker. You probably won't care because racing isn't your thing, as I said before you should buy an Atari and play Enduro.

Immersion is an important thing.
 
This information is horribly outdated and misleading, the open VR (steam) version performs no less than the oculus version of DR 2.0. They fixed it so about a month after it's release.

It was awful on release, on my 9700k 2080ti, they fixed it and i sang it's praises and bought the DLC's

ACC also improved a lot when they optimized the CPU, got rid of the join lags and introduced the presets. I run it on the Index at 120hz, and it glides at 60-70fps on full field AI and multi without any visual stutters on the VR epic setting, the native res of Index is the perfect sweet spot on clarity not to have to push pixel density or super sampling.

Nailing my colours to the mast, I race as Des (surname) VR. While not the greatest in the world, i'm sure there's been a few people that have either been at the front or back of me than can attest to the fact run pretty well and fair.

Convinced i am doing something wrong as i cant get ACC to perform anywhere near to what your experience is. I struggle maintaining 90fps in practice.. without other cars... with most settings on mid/low.
My next step is the suggestion i got to do a clean install of ACC. I was a early access backer and have not done a clean install since they started beta.
Out of curiosity, would you mind sharing your nvidia control panel settings?

On Dirt Rally 2... yes, steam version has improved significantly with their recent updates but i still find the oculus store version runs smoother (can maintain a constant 90fps) than the steam version... again, this could very well be an indicator that something is set wrong on my system but there are a plethora of similar reports on the codies forum.
Any chance you can share the nvidia and in game settings you running?
 
Well you couldn't be more wrong.

Imagine playing an F1 game and the end results are Kubica in first and Hamilton last because the AI is so bad it can't overtake. Or you manage to catch up on first on your Williams because the leader can't overtake a backmarker. You probably won't care because racing isn't your thing, as I said before you should buy an Atari and play Enduro.

Immersion is an important thing.
Wow, first of all you should think about your choice of words.
Secondly I do not think that there is a right or wrong. It is a matter of perceiving things.
I for one do not check which of the AI drivers finishes where in an SP race. Why should it matter? Do you check leaderboards after the race?
Completely different for online races with mates for example.
But well, anyway...
 
You probably won't care because racing isn't your thing, as I said before you should buy an Atari and play Enduro.
OK, thank you for the advice. I'll go shopping fot that Atari. Meantime, please, you also go to shopping for a few pieces (20) of TX-GAIA to run your 20 cars with real physics and 20 AI drivers with real human behaviour (inteligence). Happy racing !
 
Wow, first of all you should think about your choice of words.
Secondly I do not think that there is a right or wrong. It is a matter of perceiving things.
I for one do not check which of the AI drivers finishes where in an SP race. Why should it matter? Do you check leaderboards after the race?
Completely different for online races with mates for example.
But well, anyway...
Ah yes, it's completely right to have a train of boring AI and calling it race. Oh look, that's the fast leader stuck behind a backmarker, I'm so good I managed to catch him!

OK, thank you for the advice. I'll go shopping fot that Atari. Meantime, please, you also go to shopping for a few pieces (20) of TX-GAIA to run your 20 cars with real physics and 20 AI drivers with real human behaviour (inteligence). Happy racing !

Didn't know you needed all that to play any of the F1 games, and the AI isn't even that good in F1...
 
Wow, first of all you should think about your choice of words.
Secondly I do not think that there is a right or wrong. It is a matter of perceiving things.
I for one do not check which of the AI drivers finishes where in an SP race. Why should it matter? Do you check leaderboards after the race?
Completely different for online races with mates for example.
But well, anyway...

There's a lot of us that don't play online for various reasons and it's important for us that the AI to race itself as well as the player for immersion reasons, otherwise we're just playing a "chase the rabbit" scenario which is not really what racing is about.

And yes I always check the leaderboards after an AI race, as it's part of the immersion.

As the AI stands at the moment in ACC it's pretty bad and robotic in nature - the AI in the original AC was a lot better - therefore I just use ACC for hotlapping. If I want a real AI race then I go to back to AC, or for even better AI I go to F1 2019.
 
@Slapped fair points, I understand your view on this. I am not totally disagreeing. Most of the time I also play SP, just recently delved into MP btw.
But say, I race the AI in 10th, maybe climb up to 5th. I may have never even seen the first and second, because I was engrossed in my fights. So why should I care if they fought or not?
That's what I meant.
For sure it would be perfect if the AI would be more human-like, make more errors, try to battle for position amongst themselves, etc. For sure this would be the icing on the cake.
When talking about immersion and engrossing yourself in championships there are other things in ACC I miss more than AI battling AI to be honest.

@Kafir : When not qualifying, but going straight into a race, I normally set a high difficulty for AI, so that I will not manage to catch the leader in 30min races other than I perform exceptionally. Maybe this makes my point more clear, why I don't care much about front and back of the field. I might not encounter them at all.
I am more annoyed by the fact, that practice AI, qualy AI and race AI seem to be different entities regarding laptimes. Especially in qualy I would expect similar laptimes than in practice. I often saw faster AI training times than qualy times. Doesn't make sense.
Setting a percentage for AI strength does not translate in same actual strength of AI across tracks. At least that is what I encountered.
These points weight more from my point of view than the AI vs. AI issue.
 
I wish that game manufacturers wouldn't bother making their own AI. Instead provide a programming interface for the user to plug in an AI.

Such an AI would join like a human in multiplayer would join a race. Then people can go amok making different AI with different approaches, hopefully collaborate on them in an open source setting. etc etc blah blah

Such an AI could also adapt to different games, aka the codebase would continue to use the core logic as you port it to new racing games.
 
@Slapped fair points, I understand your view on this. I am not totally disagreeing. Most of the time I also play SP, just recently delved into MP btw.
But say, I race the AI in 10th, maybe climb up to 5th. I may have never even seen the first and second, because I was engrossed in my fights. So why should I care if they fought or not?
That's what I meant.
For sure it would be perfect if the AI would be more human-like, make more errors, try to battle for position amongst themselves, etc. For sure this would be the icing on the cake.
When talking about immersion and engrossing yourself in championships there are other things in ACC I miss more than AI battling AI to be honest.

@Kafir : When not qualifying, but going straight into a race, I normally set a high difficulty for AI, so that I will not manage to catch the leader in 30min races other than I perform exceptionally. Maybe this makes my point more clear, why I don't care much about front and back of the field. I might not encounter them at all.
I am more annoyed by the fact, that practice AI, qualy AI and race AI seem to be different entities regarding laptimes. Especially in qualy I would expect similar laptimes than in practice. I often saw faster AI training times than qualy times. Doesn't make sense.
Setting a percentage for AI strength does not translate in same actual strength of AI across tracks. At least that is what I encountered.
These points weight more from my point of view than the AI vs. AI issue.
But what is the point of racing if all you do is work your way through the boring AI train? That's literally the same thing as hotlap, except there's some traffic on the way now. When I race I look forward for the battles and not only MY battles. They allow me to catch some drivers and drive away from someone, they provide pure fun, that's what makes a race organic. That's for both online and offline.

AI's acting different in sessions is also another problem and it would not be fine if someone said "Who cares about AI lap times, if anything they could be randomly placed on the grid, I don't care if AM drivers are starting in the front and PRO at the back it's just AI". FP and Qualy may weight more for you, but the reality is that the race day is still the most important day, and that's a fact, not an opinion.

If you like this boring stuff, well that's on you, but you CANNOT say it's good racing in the sense of what racing is. You are just telling the devs this boring thing is fine.
 
But what is the point of racing if all you do is work your way through the boring AI train? That's literally the same thing as hotlap, except there's some traffic on the way now. When I race I look forward for the battles and not only MY battles. They allow me to catch some drivers and drive away from someone, they provide pure fun, that's what makes a race organic. That's for both online and offline.

AI's acting different in sessions is also another problem and it would not be fine if someone said "Who cares about AI lap times, if anything they could be randomly placed on the grid, I don't care if AM drivers are starting in the front and PRO at the back it's just AI". FP and Qualy may weight more for you, but the reality is that the race day is still the most important day, and that's a fact, not an opinion.

If you like this boring stuff, well that's on you, but you CANNOT say it's good racing in the sense of what racing is. You are just telling the devs this boring thing is fine.
Well, I am an old dude trying to keep up with a AI train it seems. ;)
Maybe I haven't seen a decent AI and therefore content with the ACC AI?
Maybe I am not as competitive as others?

With laptimes I meant, that the practice AI was blisteringly fast (for me at least), I qualified in the middle of the pack and finished first. Doesn't make sense. I would've struggled more with a better AI for sure, which also would've been more consitent throughout the sesssions.
I want a better AI of course! But at least for me it is not boring as is.

First and foremost I am still trying to still improve myself, THEN race others.
The AI helps me to get better, because they are very consitent and I have to be as well.
In MP sometimes all I have to do is wait for others to make mistakes. Is that boring? Maybe. But truth to be told that is true for real racing as well.
I have had some good battles both with AI and with real people in ACC. Maybe that gives you a hint of my level of racing prowess.
At least up until now I have only experienced what you describe online. With none of my sims I played I had a feeling of organic racing with the AI (e.g. AC, R3E).
They might have been better in some areas of AI behaviour, but ACC does better in others.

As for AM in the back and PROs in front. First ACC MP race confused me totally in that respect. With AM rated drivers at the front and PRO drivers messing up at the first corner. :roflmao:
 
Well, I am an old dude trying to keep up with a AI train it seems. ;)
Maybe I haven't seen a decent AI and therefore content with the ACC AI?
Maybe I am not as competitive as others?

With laptimes I meant, that the practice AI was blisteringly fast (for me at least), I qualified in the middle of the pack and finished first. Doesn't make sense. I would've struggled more with a better AI for sure, which also would've been more consitent throughout the sesssions.
I want a better AI of course! But at least for me it is not boring as is.

First and foremost I am still trying to still improve myself, THEN race others.
The AI helps me to get better, because they are very consitent and I have to be as well.
In MP sometimes all I have to do is wait for others to make mistakes. Is that boring? Maybe. But truth to be told that is true for real racing as well.
I have had some good battles both with AI and with real people in ACC. Maybe that gives you a hint of my level of racing prowess.
At least up until now I have only experienced what you describe online. With none of my sims I played I had a feeling of organic racing with the AI (e.g. AC, R3E).
They might have been better in some areas of AI behaviour, but ACC does better in others.

As for AM in the back and PROs in front. First ACC MP race confused me totally in that respect. With AM rated drivers at the front and PRO drivers messing up at the first corner. :roflmao:

The AM and PRO thing was just an example. They are just labels to AI's, but it's still important that PRO drivers are faster than AM drivers for the sake of immersion. As you improve, you should be looking forward to overtaking the PRO drivers at the front.

Obviously it helps to improve racing against AI, but there's a limit to that. They are very mechanic, after a few laps you know where to overtake because they overly brake some corners and even brake on corners where you are supposed to just lift(or even go flat). You could say "then just overtake them at different corners", but racing is about learning where the other drivers are slow and taking advantage of that, creating artificial challenges get boring very fast to be honest.

There's no problem in taking advantage of others mistake, that's what racing is. The guy in front may be faster, but if you get to him right after a mistake, now things may be different. You will be putting pressure and have his slipstream. Obviously AI cannot feel pressure, but since they don't fight they don't make mistakes or lose time fighting each other(except for backmarkers but it's a different thing). You can force them to make mistakes but again, it's not organic. For example at Bathurst, if you go side by side with an AI going around the outside right after T2, they will hit the inside wall, everytime...

And lastly, ACC is obviously at the top when it comes to racing physics, but it's kinda wasted if you can't use it to properly race AI. Even multiplayer if you take into account how collisions work in the game, people are afraid of close racing and sometimes they don't even defend, which is disappointing but understandable.

Well I think AI is a factor when affects your SA in single player mode

You can disable ratings for offline, took them a while to implement but we finally have it.
 
As the AI stands at the moment in ACC it's pretty bad and robotic in nature - the AI in the original AC was a lot better

The ability we have in AC with CM to assign for each AI a different strength and aggressiveness is indeed a great feature, even just being able to have a range of strength and aggressiveness with the randomized feature, again using CM in AC, makes racing the AI in AC more interesting. Getting something similar in ACC would be interesting.

What I like about the AI in ACC is that they drive very well on every track, which was not always the case with the AI in AC, even on Kunos track and with mod track it was very uneven, some good , some not so good.

I mostly do quick race, but I can imagine that AI with dedicated strength and a better ability to pass each other would make driving championship more interesting.
 
interesting debate here. i would also love AI to be more colourful, but i can see why they toned it down after the many many complaints of AI punting you off. atm it feels like setting the aggro to whatever percentage will not make much difference, whereas before, at anything above 90% you would have AI knocking each other off every couple of laps. so there were "random" yellows, which really spiced things up, even though one was hit by one of the stricken AI from time to time. atm, my cry for safety car and FCY put into the game does not make much sense, because there are rarely any incidents between the AI.
 
@Kafir :thumbsup: It is true, that ACC AI is kinda mechanic and predictable. Still learning here though.

Just did 2 Races against the AI on Suzuka. Qualy 15min and 30min each. First Race with 93/90, second with 95/90.
First weekend was too easy, won the race from pole. Second race I qualified 5th with a 2:02 high (ACC shows a 1:27 in my stats???). That was my quickest ever lap around Suzuka with the Merc.
Race. After around 5 laps I was 3rd. First was an undercut move in the first two corners (AI was too stupid to defend and could've gotten the place back, but backed off), second was outdragging on the back straight right before the 130r. Then I was kind of stuck, because I matched the laptimes at the front, but couldn't improve enough to get closer to them. Small mistakes here and there. Could defend my ground however.

Long story short:
You could say it was a boring race. AI didn't do any mistakes, hence it was a stalemate.
But I was on fire trying to improve in every corner as the grip improved. Seeing the guy in front gives a big boost after all.

At the moment I also enjoy this kind of race to get better in consitency and laptime. I did not really race much against other cars, but against myself. Needless to say my SA didn't move an inch. But this is also enjoyable for me, especially if the immersion is there (hardware).
 

Latest News

What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


Results are only viewable after voting.
Back
Top