Assetto Corsa Competizione: Release 6 Now Available

Paul Jeffrey

Premium
Assetto Corsa Competizione 'release 6' is here!

UPDATE 4.3.19 @ 21:48:
In case of performance issues first of all we recommend wiping AC2 and ACC folders in AppData/Local and Documents, respectively. Then we even recommend a full reinstall, especially with VR. Then, Mirrors Resolution is extremely heavy, I personally don't recommend going over MID (also try to turn them off). Temporal Upsampling and Volumetric Fog are to be disabled in VR, make sure you do that too.

Welcoming Monza, two wonderful Nissan GT-R GT3 cars and a massive change log... Assetto Corsa Competizione is now at Release 6 status and is available NOW!

Release 6 Update Notes:
  • Added Nissan GT-R Nismo GT3 2018 model year.
  • Added Nissan GT-R Nismo GT3 2015 model year.
  • Added Monza Circuit.
  • Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
  • Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
  • IMPORTANT: old camera settings will be lost.
  • Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
  • TV onboard (F6) cameras added for available cars.
  • Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
  • NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
  • Rewrite of multiplayer/gameplay code to improve stability and session progression.
  • Ingame menus restructured and divided into Garage and Pause menu.
  • Ingame HUD reorganised and added session status widget.
  • New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
  • Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
    Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
  • Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
  • UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
  • IMPORTANT: your previous menu, graphical and game settings will be lost.
  • Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
  • Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
  • Added session type tags in the UI car selection page to help identify entries eligible in different race types.
  • NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
  • Added model year tag in the UI car selection to help identify car models in different evo versions.
  • Assist options will now reliably update when changed during a session.
  • Further adjustments to headlight effects in TV cameras.
  • More realistic full formation lap with AI.
  • AI aggressiveness tuning.
  • AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
  • Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
  • NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
  • Improved raindrop effects on car windshields.
  • Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
  • Automatic wiper assist now reacts to water spray and not just rain.
  • Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
  • Improvements to car vs. track surface collisions.
  • Audio channel usage optimization.
  • Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
  • Added new spotter messages.
  • Added race communication alerts.
  • Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
  • Important race communication alerts are displayed for a longer time.
  • Better highlights overtake detection.
  • Optimized CPU use on all threads.
  • Optimized replay memory usage.
  • Optimized netcode and bandwith usage for Multiplayer servers.
  • Volume and audio settings now affect the intro music.
  • Added video sequences volume.
  • Fixes to various car LODs to reduce pop-in in racing scenarios.
  • Adjusted driver position in the BMW M6 GT3.
  • Adjusted driver steering animations.
  • Adjusted wet tyre shader and added ambient occlusion on tyres.
  • Fixed potentially wrong resolution and crashes when starting the game.
  • Fixed multiple crashes occurring when quitting sessions.
  • Fixed replay time multiplier not resetting on session change.
  • Fixed potentially wrong car location detection.
  • Fixed static car shadow fading out at high speeds.
  • Improved tyre model combined grip.
  • Improved tyre heat model, especially in overheat conditions.
  • Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
  • Tweaks in preset setups for all cars (we highly advise to not use older setups).
  • Improved vertical surfaces aero model.
  • MoTeC Telemetry implementation.
  • Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
  • MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
  • Added native DBox SDK support.
  • Added option to enable/disable native Fanatec LEDs.
  • Setup minimum fuel load set at 2 litres for all cars.
  • Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
  • Steering ratio tweaks for all cars.
  • Monza BoP A adjustments for all cars.
  • Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
  • Sand traps now slow the cars down.
  • Fix to unreliable car spawn in certain situations.
  • Flipped cars will automatically spawn in the pits.
  • Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
  • Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
  • Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
  • Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
  • Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
  • Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
  • NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
  • NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
  • NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
  • Backend servers: improved reconnection stability.
  • Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
  • Passworded servers can now be created.
  • NOTE: passworded servers must be searched for manually in the lobby search field.
  • Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
  • NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
  • NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
  • NOTE: The Broadcasting API is temporarily disabled

Assetto Corsa Competizione is available via the Steam Early Access Programme and is current at release 6 status.

Check out the Assetto Corsa Competizione sub forum here at RaceDepartment for the latest news and discussions regarding this potentially awesome new sim.

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Yesterday after work I engulfed myself in ACC again. In anticipation of the coming Championship mode I am determined to improve on my most hated tracks. ;-)

So first in line was Paul Ricard. As usual when learning a new track I began hotlapping with the ideal line switched on to quickly learn braking points. After that I did a few laps without it to get a good feel for the track (and the car...the Nissan btw). Afterwards I raced the AI for some quick races to learn good overtaking spots and such. Of course I could've just watched a tutorial video and get the best information to get quick in a short amount of time.
But for me this is so much fun to discover tracks (and cars) by myself in this way.

And what a lot of fun I had yesterday! I can wholeheartedly say, that I never had more fun with any sim as with ACC these days. The driving feel, the presentation, the way the AI is behaving (in EA status!), etc, etc.. I tested a few scenarios with early morning runs, evening runs, night runs starting from various grid positions. What a blast!

I did 1.58.xx times on a more free laps in races (2.00.xx on average), the AI was set to 85% / 90%. I managed to get to 4th from 16th after 30 minutes, but still it felt like a win.

Ok, I have still much to learn and am not a very quick driver, not near any perfection on Paul Ricard, but even then I can't wait to move on to Misano which I am also not very fond of until today. Bring it on!
On the other hand....Paul Ricard....It really grew on me I have to say! Good fun track after all.
 
Hotfix 6.02 installed earlier and the instruction below made a huge difference to Oculus Performance for me. Previously I had to turn down most settings to medium or low to get VR working with a stable framereate. With the -vr added I'm now seeing 85-90 fps with a few dips below that. I'm still using 45FPS ASW and it's running well for me.

IMPORTANT NOTE for Oculus Rift users: we recommend launching the game by-passing Steam VR, adding "-vr" to Steam launch options for ACC in order to avoid possible performance issues and stuttering.

That doesn't work for me. Starting from a desktop item, with or without -vr, gets me the steamvr garbage.
 
I took a long break from ACC after being massively underwhelmed by the initial release. I have recently tried it again these last few weeks, the FFB definitely feels different, it’s much better but still not as good or as “natural feeling” as AC. It’s hard to explain but it just feels very artificial, almost “digital feeling”. I wonder if the DEVs have even tried a G27 with it, or are they just all rocking Fanatec and Thrustmaster wheels?
 
Aristotelis: Dynamic damping works constantly and becomes even more important as the speed raises. It is a result of the gyroscopic forces from the wheels. It makes the wheel more "unwilling" to move from whatever angle the front wheels point, and the faster you go the more it does so. That's why on some wheels would completely saturate the signal and cause a very flat FFB feelings. Also alienates some people that are used to a completely free rotating FFB wheel (wrongly but hey) because it gives an initial damping force in whatever rotation you force the wheel to go. The dynamic damping slider lets you configure more or less amounts of this force. It’s just that the dynamic damper is not an actual damping force but a proper physics based force that can seem as a damping effect. For sure it won’t show up as a damping feed from the windows driver. I used 0% road effects, 100% gain, 50% or 100% dynamic depending what I wanted to try, usually 100 with the CSW v2.

Same with my custom G27 :)
 
Aristotelis: Dynamic damping works constantly and becomes even more important as the speed raises. It is a result of the gyroscopic forces from the wheels. It makes the wheel more "unwilling" to move from whatever angle the front wheels point, and the faster you go the more it does so. That's why on some wheels would completely saturate the signal and cause a very flat FFB feelings. Also alienates some people that are used to a completely free rotating FFB wheel (wrongly but hey) because it gives an initial damping force in whatever rotation you force the wheel to go. The dynamic damping slider lets you configure more or less amounts of this force. It’s just that the dynamic damper is not an actual damping force but a proper physics based force that can seem as a damping effect. For sure it won’t show up as a damping feed from the windows driver. I used 0% road effects, 100% gain, 50% or 100% dynamic depending what I wanted to try, usually 100 with the CSW v2.

Same with my custom G27 :)

Thanks, I’ve read that post before.

I’ve tried with 100 dynamic damping, 50 and 0, and whilst at 0 you can feel more information, the information coming through the G27 is still the same, it still feels digital and somewhat canned at 0, 50 or 100 dynamic damper.
 
You can look up old interviews from Stefano and Marco for AC(1) where they even mention that there are no restrictions on damage and deformation, aside from not showing the driver being decapitated or something to that effect.

Just to nuance that a bit. Most manufacturers won't allow you to cause bodily harm to the driver, basically requiring you to keep the safety cage in tact. However some go further and disallow you to represent cars or engines catching fire. Others prevent their cars from being chased by cops. Then there's situations where you're not allowed to be able to run over people and I can go on. So there is quite a grey area that depends on what manufacturer you license from. So I can even understand Polyphony deciding they don't want their hundreds of cars to all have different capabilities when it comes to these aspects and just choosing the subset that works for all of them. But I'll let them answer this question more authoratively.
 

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