Assetto Corsa Competizione | New Hotfix Now Available

Paul Jeffrey

Premium
Kunos Simulazioni have deployed a new hotfix update to their Assetto Corsa Competizione racing simulation - updating the title to version 1.5.5 release status.

Hotfix time ladies and gentlemen. The good folks over at Kunos Simulazioni yesterday dropped a small hotfix update to Assetto Corsa Competizione on Steam, adding to the simulation an number of updates and improvements ahead of the next major build release expected later in the year.

In the new 1.5.5 update, Kunos have spend much of their focus reviewing and updating the time penalties and how they are activated within the title. Following the new build update, players now a few new changes to look out for, from both a visual representation point of view to how the game handles recording of post race result updates.

Other highlights from the new build include various graphical optimisations and bug fixes, as can be found in the change log notes below.

ACC Hotfix Middle.png


ACC V1.5.5 Update Notes:

Gameplay / Multiplayer

  • Time penalties issued by the race admin are now served on the next pitstop as per real life.
    Opens up the possibility of “pitstop ballasts” in organized events with mandatory pitstops.
    Time penalties that are not served will be added to the total time on session finish as before.
  • Server: fixed an issue with post-session state management in Multiplayer.
  • Serveable penalties (DT, SG) are no longer forced into a to-serve state by default when the car is in the pitlane.
    Avoids scenarios where cars can become compromised when receiving an admin penalty inside the pitlane or when already performing a pitstop.
  • Server: post-race time penalties are now applied to the final results on the session complete state.
    NOTE: Final results are calculated when the last car on track crosses the finish line or when the “sessionOverTimeSeconds” phase is up.
    NOTE: When post-race penalties are added to the car’s total time, the penalty labels on the leaderboard/standings turn from red to grey.
  • The severity of converted post-race time penalties is now track dependent to factor in longer pitlanes (e.g. at Spa).
  • Server: detection of idle players so that the race complete state (and result generation) does not wait for the session overtime to be over if there are idle cars in the pitlane.
  • Revised polesitter side on all tracks (both Singleplayer and Multiplayer).
  • Fixed an issue at Monza where the pitlane status occasionally failed to disable on pit exit.
UI
  • Penalty labels: changed background color to grey on session complete state to signify that the penalty has been calculated in the time displayed.
  • View Settings page: reduced step intervals and quicker timing for press-and-hold on position/pitch selectors.
  • Career pages now use a static series logo independently from the active series selected in the Single Player menu.
  • MFD/Setup UI now reliably shows the correct tyre data for all tyre sets used in Multiplayer driver swap scenarios even after non-driving clients dis-/reconnect.
  • MFD pit strategy page will no longer autoselect the “Pitlimiter” row if the player already has that page selected before entering the pitlane. Avoids unintentional deactivation of pit limiter when modifying pit strategy upon entering the pitlane.
  • Fixed MFD automatically jumping to pit page on pit exit if the player cycles to a different MFD page while still inside the pitlane.
Graphics
  • Various texture memory footprint optimizations.
  • Fixed an issue with the dirt texture of the Lexus RC-F GT3.
  • Fixed a graphical error on the Nissan GTR GT3 (both versions).
  • Fixed incorrect blurred rim behavior on the Audi R8 LMS cars (both versions).
  • Stationary cars in the pitlane will now become hidden when the player approaches them to facilitate visibility and car positioning with overlapping/stacked pit positions in Multiplayer.
Physics
  • Fixed currently active tyreset state resetting on forced pit speeding teleport in FP and Q sessions.
  • Fixed erroneous behavior of combined ABS and pit limiter in certain situations.


Assetto Corsa Competizione is available now on Xbox One, PS4 and PC.

Want to know more about the sim? No worries, fire up a question over at the Assetto Corsa Competizione sub forum here at RaceDepartment, and let our wonderful community help you out!

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Definitely subjective I guess. IMO it is much worse than all Madness based titles, and maybe worst in all racing sims. I took a brake from ACC and have been playing AMS2. Last night I went back to ACC and forgot how the AI loves to punt you off the track. Playing dodge the AI is a game unto itself with ACC.
Why no disagree button in RD? Ai give up position to easily but hardly worst in class! I never get punted in ACC, maybe your just to slow for your Ai difficulty?
For reference I play at 97/75.
 
Yeah, I always play at 100% aggression and have zero problems with that AI punting me.

In fact, that's the problem, they are way too passive. They let you pass once you get anywhere near them and then never try to overtake. It sounds like it was a conscious choice and I wish they went the other way. I'd rather be punted occasionally then never have someone try to overtake me.


Maybe they too have a safety rating to maintain......?
 
  • Deleted member 197115

Yeah, I always play at 100% aggression and have zero problems with that AI punting me.

In fact, that's the problem, they are way too passive. They let you pass once you get anywhere near them and then never try to overtake. It sounds like it was a conscious choice and I wish they went the other way. I'd rather be punted occasionally then never have someone try to overtake me.
Usually they are waiting for your mistake and not taking unnecessary risks unless they can make a clean pass.
 
Usually they are waiting for your mistake and not taking unnecessary risks unless they can make a clean pass.
Yes, but they only pass on the racing line so even mistakes on or near the racing line won’t matter to them. you could be slow, but win at 100% AI just by starting yourself first and never leaving the line.

Once someone gets consistent, no AI can pass them and there’s no pressure to make mistakes when you know the AI won’t actually challenge you on any corner.
 
  • Deleted member 197115

Yes, but they only pass on the racing line so even mistakes on or near the racing line won’t matter to them. you could be slow, but win at 100% AI just by starting yourself first and never leaving the line.

Once someone gets consistent, no AI can pass them and there’s no pressure to make mistakes when you know the AI won’t actually challenge you on any corner.
Not the case here with high Aggression, works precisely as Stefano described
 
  • Deleted member 197115

Well, I am not questioning your experience, but somehow mine is different.
Does it happen all the times no matter car and track, or was one off thing?
I am getting passed by AI when I am getting slower, or making mistakes, sometimes even mid turn.
Michael posted video of AI going around him here.

Not really sure what to say, except that AI works for me 99.99%.
 
Why no disagree button in RD? Ai give up position to easily but hardly worst in class! I never get punted in ACC, maybe your just to slow for your Ai difficulty?
For reference I play at 97/75.
I see what you did there ;). I just got through racing on ACC. There was a corner stacked up on SPA. The line was hardly moving (guessing under 5 mph)....except the person behind me who was a ways back. He hit me going ~100MPH. Now maybe that happened because I wasn't any good or the difficulty was too high :rolleyes:.

Edit: BTW...there is an entire "punting" thread. If it didn't happen I doubt that would exist. @Andrew_WOT posted a workaround on that thread that definitely helped, but IMO it is exactly that...a workaround and not a fix.
 
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Still no fix for the VR podium ceremony. Not a bit issue as far as game play, but annoying after you get on the podium only to dangling 100 feet above the roofs or in the middle of a pond.

I heard elsewhere that the British GT Pack will be the last DLC. I really hope that isn't the case as there is lot of potential for this sim with the GT World Americas and GT Wold Asia Series which they could do.
 
The punting I never experienced much, but yes, there were hillarious videos out and about it. I thought it had been addressed by one of the patches and afterwards people complained about AI not being feisty enough? I have mine set at 93/97 and they are only really fun the first lap after you overtake them, they will actually try to almost make a move on you then and even give you a little bump, but if you stick to your line and break really late, they lose interest after about a lap and then drop back, going slower than before (or so it seems, but this is subjective feel). The game is very immersive, only the AI breaks the spell from time to time. What they lack is situational awareness, but I think no AI in any racing game shows that convincingly, not an expert, though, play 95% online.

What I am still sorely missing after watching the first races of the season in real life: FYC and safety car, especially for the endurance races 2h+
 
Definitely subjective I guess. IMO it is much worse than all Madness based titles, and maybe worst in all racing sims. I took a brake from ACC and have been playing AMS2. Last night I went back to ACC and forgot how the AI loves to punt you off the track. Playing dodge the AI is a game unto itself with ACC.
Just click multiplayer, quick join. There's always a server to race with someone, and thanks to the rating system, it's mostly clean racing. Most people are on the GT3 servers. Not many populated GT4 servers but even so the other day I clicked quick join (GT4 only server) and i found myself on track with 20 other cars, so I would say that even GT4 multiplayer is better than the other sims (except iRacing but ACC is for free). As regards to AI punting you off, do you have a video of that somewhere that we can check? In my experience ACC AI are even too respectful.
 
Just click multiplayer, quick join. There's always a server to race with someone, and thanks to the rating system, it's mostly clean racing. Most people are on the GT3 servers. Not many populated GT4 servers but even so the other day I clicked quick join (GT4 only server) and i found myself on track with 20 other cars, so I would say that even GT4 multiplayer is better than the other sims (except iRacing but ACC is for free). As regards to AI punting you off, do you have a video of that somewhere that we can check? In my experience ACC AI are even too respectful.

No videos, but I have posted some pictures on the punting threads.

Here is one of the pictures from one of the threads.


"Sorry Lambo, but I can't go faster than the person in front of me."

1594142682600.png
 
Take a look at this vid. I’m driving at 95AI and 100% aggression. This is the most aggressive setting possible. I run out of gas at the top of the hill and pull off the racing line and they all check up and struggle to pass. Then they bump me down the back stretch.

Poor AI in ACC

Looking at your video I can't see an issue. The AI drivers don't know what is your issue and are giving you some benefit of the doubt so as not to collide. When they can get through they do. The one car stuck to your rear bumper couldn't pull out as other cars were passing. Once clear it then overtook. What's the issue?
 
The best way to live a happy and intense life with AI (arguably also when racing online) is to avoid moving around during braking.

Once a car (AI or player) commits to a brake point it's already braking at the maximum rate possible.. it can't simply brake more, it's not physically possible.
So if the AI see a hole and decides to brake according to that line it won't be able to do anything if a player car suddenly appears on that line.

This is basically 99% of the cases.. of course there are other situations where the AI might misjudge the movement of a player but, in the gran scheme of things it's a very rare occurrence if you consider that AI can drive by themselves braking point after braking point, lap after lap, hour after hour without major complications.

And, as usual, videos are the best way to help devs see the problem.. in my case I simply cannot reproduce it because I instinctively know how AI "thinks" so I avoid doing things that will create problems for them.
 
Looking at your video I can't see an issue. The AI drivers don't know what is your issue and are giving you some benefit of the doubt so as not to collide. When they can get through they do. The one car stuck to your rear bumper couldn't pull out as other cars were passing. Once clear it then overtook. What's the issue?

it's also a super rare occurrence, if anybody has to dig up such a difficult corner case to show that AI has problems then it's a signal that AI is not as bad as they say to start with.
 
Definitely subjective I guess. IMO it is much worse than all Madness based titles, and maybe worst in all racing sims. I took a brake from ACC and have been playing AMS2. Last night I went back to ACC and forgot how the AI loves to punt you off the track. Playing dodge the AI is a game unto itself with ACC.
In my experience, AI punts you off the track only if you are driving like there are no other cars. Only thing the AI needs is to race each other more and make more human-like mistakes.
 

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