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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You had given me that pointer a while back (and thanks for that btw) and things did get better, but it is still an issue. At least for me. Maybe it is driving style dependent?

Like @Andrew_WOT , I have no issue with ACC AI, it is my favorite AI of all titles. They have good lines, their cars behaves like my car, they race fair and are consistent for the whole lap and whole race. They also stay constant in the rain. I cannot say any of that for AMS2 AI and most other game AI. AMS2 AI have improved a lot with some cars on some tracks But still need a lot of work . I race almost exclusively offline. AI, is most likely very dependent on driving style and like FFB very dependent on personal taste, I do not see any other explanation to justify how we all have vastly different opinion on those 2 subject when reading from posters which I believe are sincerely expressing their concerns and true opinion.
 
For those who like it, does the AI ever attempt to pass you when you are on the racing line?

I don’t mean to sound like the AI is bad, because I think it handles many things really well. It is predictable like a pro driver should be, and generally does not have very slow or very fast corners, which plague other titles.

My only real issue is even when they are faster than me, They will not pass, even at 100/100. When you never have to defend, it breaks immersion. Can they make aggression go up to 150 and let players choose to go beyond what Kunos thinks it should be?
 
For me it is the best AI of all, pure simulation experience, together with RF2.

Besides the best physics and FFB, this game is spectacular.

Anyone who wants mindless aggressive AI with zero simulation rendering and crash machines everywhere can choose games like Rammed off Experiencies, PC3, Grid
 
For those who like it, does the AI ever attempt to pass you when you are on the racing line?

I don’t mean to sound like the AI is bad, because I think it handles many things really well. It is predictable like a pro driver should be, and generally does not have very slow or very fast corners, which plague other titles.

My only real issue is even when they are faster than me, They will not pass, even at 100/100. When you never have to defend, it breaks immersion. Can they make aggression go up to 150 and let players choose to go beyond what Kunos thinks it should be?

But they do try to overtake if they are faster than you. Maybe you are just a better driver than I am but most of the times if i am slow they get past me.
 
For me it is the best AI of all, pure simulation experience, together with RF2.

Besides the best physics and FFB, this game is spectacular.

Anyone who wants mindless aggressive AI with zero simulation rendering and crash machines everywhere can choose games like Rammed off Experiencies, PC3, Grid
No one is asking for that. But in racing the drivers behind you make moves, attempt overtakes, etc. It is a critical component of racing that seems left out.

I’m guessing that it’s hard to make an AI that is consistent and respectful through most of the race but also attacks aggressively at a few times during the race. I just wish there was more adjustability than we currently have because 100 doesn’t seem to go far enough.

Admittedly, I know absolutely nothing about programming AI
 
does the AI ever attempt to pass you when you are on the racing line?

Yes, the AI will pass me if I set them to be faster than me.
If I set them at a pace that I can match, they will pass me if I make a diving mistake. They drive well in my book, as if they have to pay to fix the car.
Just to be clear, they are not perfect, when I say they are my favorite, I am not saying they cannot be better, but that when I compare them to other AI, I like them better.
I find that for AI, you get what you put in. ACC AI respond well to respect full driving and treat you with respect in return.
Also I do not race AI to win, I race AI to race them. If I finish 13 of 14 after a 30 minutes battle with AI 12, I am fine with that.
 
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.

So, you find the AI behavior in that video acceptable? The way they all brake check up the moment I pull off the racing line? The way a car pulls in behind me and literally pushes me down half the back stretch?

I can't remember the last time I did a race at 100% aggression and clicked on the "highlights" and saw actual passing of AI cars. There's literally 19+ pages of complaints about the AI in the official forum.

Come on now....this is ridiculous. If that's what you consider acceptable AI behavior then I have zero hope that we'll ever get good AI.
 
The AI standard seems to be very low... For a NON racing game, maybe, the AI is great.

The solution for the "AI blindness" in some situations (like Monza) was plain and simple: fix it removing any "racing capability/quality".

They are fast or slow. That´s it. They can stay behind you for hours... This is great... for a "sunday driving" experience.

They are unable to overtake each other and unable to defend a position.... after 5 min, 1 h or 12 h, the AI positions on track will be exactly the same.

As long as the developers consider this OK, so be it.

I don´t even consider to play it any longer.
 
So, you find the AI behavior in that video acceptable?

That is not what I said.
Tell me where did I say that it is "acceptable"?

What I am saying is that the example you provided is of a very rare occurrence (car running out of fuel on a very tricky track) so, even if there is obviously a problem there it only happens in very rare situations and most players will never even see it.
 
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