Assetto Corsa Competizione: V1.0.7 Hotfix Beta Released

Paul Jeffrey

Premium
ACC V1. 7 Update - D.Jankovic.jpg

Kunos Simulazioni have released a new 'preview' hotfix build for their Assetto Corsa Competizione racing simulation.


Moving the sim to version 1.0.7, the new build is available now under the 'beta' tab of the game within Steam, with the main public build release expected to drop in the next few days if no significant issues are detected by early adopters of the latest version.

Build 1.0.7 update notes:

GENERAL
:
  • CPU optimization on the game thread resulting in less CPU usage with AI.
  • Added all cars' locations to shared memory.
  • Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages.
  • Added initial TrackIR plugin implementation.
    NOTE: a specific profile is required to be set up, please follow our forums for more information.
GAMEPLAY:
  • Mid-session saving is re-enabled.
  • Added ability to save multiple games and load then individually.
  • NOTE: Championship and Career can still only have a single saved instance.
  • Now save games correctly handle car damage.
  • NOTE: it will only work with new saved games.
  • Fixed a bug where restarting the engine was not possible in certain cameras.
  • Fixed a bug with championship status when starting a new championship with another season in progress.
  • Fixed wrong blue flag when only one car remains on the track.
  • Reworked driver stint logic in Endurance game modes.
  • Added driving time limit per driver in Endurance game modes.
  • Added driver stint requirements per different Endurance modes as per real-life regualtions.
  • Improved AI strategy in stint-based game modes.
AUDIO:
  • Disabled possibility to trigger the Helicam audio during intro sequence.
  • Stop&Go penalty engineer audio message.
CONTROLLERS:
  • Mouse steering overhaul.
  • Steering linearity added to controller settings.
  • Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right).
  • Fixed clutch limit bug when using maximum deadzone.
UI/HUD:
  • Added Save Game window in the main menu to load saved games.
  • Fixed chat window auto pop-in bug when receiving messages.
  • Electronics and pitstop MFD page made more compact.
  • HUD and car dash delta relinked to same source.
  • Adjusted button alignment in the Replay menu.
  • Fixed a bug where saving a setup with "/" in the file name would create a new folder.
  • Fixed a bug where controller input was lost on the leaderboard page of the career and championship.
  • Car previews now reliably load high-res textures in preview screens.
  • Small car previews now reliably load on the Special Event pages.
  • Added replay leaderboard and 'Toggle HUD' button in the replay HUD.
  • Removed redundant "Driver" button on Player page.
  • Updated UI background images and logos.
  • Championship end-page logic review.
  • Restyling of the championship and career pages.
  • Added option to scale race HUD widgets.
  • NOTE: in this implementation it allows the player to resize the elements of the race HUD overall.
  • Added "Continue" button for championship weather page.
  • Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again).
  • Replay HUD now allows camera cycling during free camera.
  • Disabled ideal line during replay.
  • More reliable 'stop the engine' message during pitstops.
  • Improved lapped information for realtime leaderboard when the cars are on the same lap.
  • Improved filter for gap information in the realtime leaderboard.
  • Added driver stint and remaining driving time information in the pit strategy page of the MFD.
  • MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page.
  • NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop.
  • NOTE: maximum driving time is the key information to follow in endurance races
  • Added pit limiter popup display when entering the pit entry zone.
  • Added helicam and onboard cameras to the broadcasting app.
GRAPHICS:
  • LOD adjustments on various models.
  • Wheel rim material adjustments for various cars.
  • Update to Black Falcon team liveries.
  • Potential fix for the random open-close car door animations during gameplay.
  • Fix for brake lights of hidden cars visible when limited opponents visibility is used.
PHYSICS:
  • New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion.
  • Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption.
  • Tyre model improvements to better handle high load peak situations and high rolling resistance peaks.
  • Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns.
  • Tweaks to tyre model rolling resistance model. (Fixed and speed sensitive RR variations).
  • New Traction Control operation. TC now simulates a two step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before.
    This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut.
  • New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars.
  • As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allow him to use the power at will.
  • Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc).
  • Car collider tweaks for various models.
  • Fixed tyre core temps not properly saved and loaded.
  • Fixed incorrect tyre wear when restarting race after loading a saved game.
  • Tweaks to weather temperatures and sun phase.
  • Tweaks to water dissipation rates.
  • Fixed a setup bug with wet/dry setups on session changes.
  • Fixed bugs related to setup naming.
  • Fixed a bug with speed limiter status in neutral gear.
MULTIPLAYER & RATINGS:
  • Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap.
  • Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap).
  • Speed up to 50kph" message will not trigger when starting in the pitlane.
  • Pit menu selections now are more adaptive, also removing the "Setup" button as spectator.
  • Entering an empty server as spectator will now properly start with the pitlane camera.
  • Slightly increased the ping limit for CP servers.
  • Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap.
  • Added server health diagonistics, usable in the UI for further client updates and as admin command.
  • Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers.
  • Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties
  • Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets.
  • Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather
  • Reduced the rate of weather changes for high randomness settings
  • Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not).
  • Added "dumpEntryList" flag, usable on non-public servers.
  • It will save all connected cars and drivers to a entrylist.json when a Q session is finished.
  • Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server).
  • Fixed total race time having an offset in result jsons
  • Fixed playerIds not filled in the json results when defined by entry list.
  • Fixed car category not being configurable in every scenario (using the entry list).
  • Collisions during the race wait time won't affect the SA rating.
  • Removed randomization from "wrong tyre" warnings.
TrackIR is now implemented, and requires the following:
A basic TrackIR user profile that has all the relevant settings and some basic, neutral curves applied so you can have a good starting point with a functional profile (you can finetune the curves for different responses or use a different center key mapping, etc...) is included in the attachment of this post.

The profile needs to be copied into this folder: C:\Users\YOUR_USER_NAME\AppData\Roaming\NaturalPoint\TrackIR 5\Profiles

The profile needs to be selected via:

ACC Track IR.png


Opening image credit: D. Jankorvic

Assetto Corsa Competizione is available now on PC.

For more from the world of ACC, why not head over to our Assetto Corsa Competizione sub forum and get yourself into the thick of the action? We have a great and knowledgeable community, plus some pretty epic League and Club Racing events, if I do say so myself. Go on, treat yourself!

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I feel and see nothing significant regarding CPU usage. My 4690k still pegged at 98%-99% usage. Only lowering visible cars to 10 drops it down to around 80% But that wasn't the update. The kerbs though. Before, when using 1.0.6, at Monza, Ascari, triple apex, brake on the first apex, modulated throttle on the second and flat out on the third. Now, using 1.0.7 I can flat out right after the first one. If that's correct and accurate in real life, I do not know. Lap times are still the same. At least I'm not facing the wall I guess?
 
I feel and see nothing significant regarding CPU usage. My 4690k still pegged at 98%-99% usage. Only lowering visible cars to 10 drops it down to around 80% But that wasn't the update. The kerbs though. Before, when using 1.0.6, at Monza, Ascari, triple apex, brake on the first apex, modulated throttle on the second and flat out on the third. Now, using 1.0.7 I can flat out right after the first one. If that's correct and accurate in real life, I do not know. Lap times are still the same. At least I'm not facing the wall I guess?
If the visibility reduces the CPU load that much wouldn't it mean that the bottleneck in this particular case is the graphics engine cpu usage and not the physics from the AI or am I missing something?

Also does running the game in DX12 improve anything?
 
If the visibility reduces the CPU load that much wouldn't it mean that the bottleneck in this particular case is the graphics engine cpu usage and not the physics from the AI or am I missing something?

Also does running the game in DX12 improve anything?

My bottleneck is definitely the CPU... I have a Vega 56, using my preferred settings, it runs at around 70% to 80% usage while CPU is pegged at 100%. Lowering opponent visiblity to a certain number at certain tracks will even out the usage. Lowering the number of opponents before starting anything also helps. So no, I never run full grid. Only 8 to 12 opponents is what my CPU can handle.

I don't think there's DX12 option here. It's UE4, so maybe Vulkan in the future? But that API seems dead already.

It's really sad finding myself on the wrong side of the pack. Definitely CPU hog, Nvidia title. Thrustmaster and Fanatec sponsored?... What else? When all I have is a quad core, AMD GPU and a pretty banged up G27.
 
My bottleneck is definitely the CPU... I have a Vega 56, using my preferred settings, it runs at around 70% to 80% usage while CPU is pegged at 100%. Lowering opponent visiblity to a certain number at certain tracks will even out the usage. Lowering the number of opponents before starting anything also helps. So no, I never run full grid. Only 8 to 12 opponents is what my CPU can handle.

I don't think there's DX12 option here. It's UE4, so maybe Vulkan in the future? But that API seems dead already.

It's really sad finding myself on the wrong side of the pack. Definitely CPU hog, Nvidia title. Thrustmaster and Fanatec sponsored?... What else? When all I have is a quad core, AMD GPU and a pretty banged up G27.
Click on the game name in the library, properties, general tab, set launch options, -DX12.
 
You are right, it is frustrating that you get penalized for every hit, even if you are completely innocent. Unfortunately the software cannot tell who is at fault.
Minolin, back in the days of his MinoRating addon for AC, studied for weeks uf there was an un-spoilable way to determine the faulty driver, but it turned out it wasn't possible. As an example, consider the most common case: a car gets hit from behind. It seems easy to judge, but what if I brake-check my opponent making him hit my back?
Another case: a car rejoining the track hits another car. You could spoil this by rubbing the car coming back on track. And, more important, the once off track car could be without control after being sent offroad. Not easy as it seems. Infact in the end Minolin decided to stay with the penalty for any hit. Not ideal, but the best possible all around.
Thank you for your time. Got the point now.
 
I've just tried the 1.07 beta with the Huracan around Brands Hatch and I found the new tyre model to be a more subtle change than I was expecting. The feedback through the wheel is still exceptional and feels closer to reality than any other current racer for me so this isn't a complaint just my observation on how the game feels different.

I was chasing my previous best ghost around Brands Hatch in hotlap and after getting back into the ACC way the lap times were similar. Yes, I can certainly ride the kerbs a little more, especially on corner exit. The bigger kerbs and especially the inside kerbs still impact the car more than I'd expect.

Maybe it's just me, and it's fine if I'm wrong, but the cars seem more prone to slide with the new TC. I found the Huracan snapping on me using the same lines as before. Once the car slides it seems to require lifting off and waiting for the TC to sort itself out. The way the TC It doesn't quite feel natural in the way the car slides and transitions back to grip. If anything ACC now seems to want the player to finesse the cars through the corner more than before, it feels like these cars have a narrow operating window, maybe other cars will be different I'll have to see.

The updated TC feels more like a VW group road car TC than say the system in track focussed Lotus Exige. When the TC cuts in it is aggressive and really cuts performance, when the car slides the system seems a bit slow-witted to respond. The TC saves 'most' slightly over the limit slides but then seems to snap to oversteer once the limit has been exceeded. In my experience, switchable track TC systems in cars like the Exige act more subtly on individual wheels rather than directly intervening so forcefully. I don't know how these GT3 cars behave for real but I don't see the big TC interventions in onboard videos. I could be wrong.

Overall I was left feeling neutral about the changes, the kerbs are certainly more useable but the cars aren't as hussleable as I thought they might be. The Huracan feels more highly strung and like there is one smooth way it wants to be driven without much margin for error. Maybe that's how it is for real but as cars aimed at drivers with a range of abilities, I have the impression they are probably a bit more forgiving.

+1 low kerb behaviour
-1 narrower operating window and cars a bit more highly strung

+ I did give VR a quick run and on a hotlap with just one car on track it looks and performs beautifully.

All the same thanks to the Kunos team for the continued effort, I'm sure there are many other excellent improvements I'll notice over time. It's still the game I enjoy turning a few laps in for the reality of the wheel feel over anything else, it just requires me to be even more precise now.

*I hadn't seen Jimmy's video until I wrote these thoughts and it looks like this time I pretty much agree with him.
 
About the new tire model, it's not just the kerbs that are felt differently. The whole handling of the cars has changed, for obvious reasons. And for the better.

Before, I felt the tires where a bit block-like, hard surfaces. Besides that, the general driving feeling was already great.

Now, I can feel the tires as a rubber piece, folding and twisting, not just over the kerbs, but over the track surfaces as well. It is more real and, interestingly, I am getting better laptimes with every car.

In general, more feedback and more feeling of "where the grip is". If ACC was already on the top of my list, now it has solidly confirmed this position. For me this is, by far, the most realistic sim in every aspect.

Congrats to Kunos.
 
Last edited:
How to get the patch without code? I will have the latest version!:confused:
Bad news: the code is needed to opt in the public beta version.
Good news: the code is posted in the ACC forum and available to every forum user, so just copy it and paste in the game beta options in the Steam library (see instructions in the ACC forum).
Or, if you don't want to use the code, just wait for the 1.0.7 to make it to the non-beta version of ACC, it won't take too long hopefully.
 
Bad news: the code is needed to opt in the public beta version.
Good news: the code is posted in the ACC forum and available to every forum user, so just copy it and paste in the game beta options in the Steam library (see instructions in the ACC forum).
Or, if you don't want to use the code, just wait for the 1.0.7 to make it to the non-beta version of ACC, it won't take too long hopefully.
THX
 

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