Assetto Corsa Competizione: V1.0.7 Public Update Now Live

Paul Jeffrey

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ACC V1.6 Update.jpg

The new V1.0.7 update for Assetto Corsa Competizione is now live...


... including a few additional fixes over and above the public beta release that dropped a few days previously.

Just like we reported in our ACC V1.0.7 beta update article, the main feature of the newly released build has to be the latest five point tyre model introduced as part of the latest release.. however we also have a few additional changes for this main public update which can be seen below...

ACC V1.0.7 Additional Changes:
  • Fixed wrong brake bias and power values in saved games NOTE: in this build, old mid-session saved games will no longer load.
  • Possible fix for TrackIR flickering issues
  • Fixed TrackIR wrong axis translations
  • Fixed wrong MFD ECU map values in the Porsche Cup and Huracan SuperTrofeo
  • Minor styling fix for the Tyre widget
  • Fixed wrong visual representation of wet surfaces that was introduced in 1.0.6
For fear of repeating myself, you can check out the update notes from the 1.0.7 beta release HERE.

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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Hotfix targets in advance for 1.0.8

After 1.0.7, we will turn our attention to:

Predictions for 1.0.8

Specific targets:
- revising Career and Championship modes, especially in the light of the recent overhaul of the driver stint implementation and other open issues
Unfortunately this couldn't make it in time for this hotfix cycle.
- we will be working on specific AI scenarios, such as the ability to recognize blue flag situations

Overall:
- further bugfixing
- as said before, we are constantly looking into improving performance and VR-related features, but again, we heavily rely on 3rd parties here
- in the longer run, we will be looking at revising the formation sequence in Multiplayer.
This might take more time due to the many corner cases a more complex system brings with itself
 
I'm impressed with many aspects of this update, especially the wet handling with the new tyre model, it is superb. With cold wet tyres on the first 2 laps it is a tricky challenge but as with real wet tracks once the tyres warm-up and the cars run a consistent line the confidence just grows. Even with my TX458 wheel I get a full sense of what is happening with the car, where the grip is, when the limit of grip is reached and I can now catch most slides where I struggled before.

I struggled with the Huracan on a dry track but the 650S is superb so that's either a car issue or just me. The new TC also seems to work more progressively in the wet than the dry.

As for VR, in my opinion, something has changed significantly. I'm seeing an absolutely rock solid lock to 45fps even at night and wet conditions.


The feel of the car is now real genius in my opinion, that is how real cars feel on a wet track, challenging and tricky with a need to build confidence but not impossible to drive. The lighting, sound, distorted vision, reflections on the track and from the car in front all look as real as it gets with the games we have so far.

The AI behaviour is also excellent, they leave racing room for the player but fight back too, they also race each other which is great to see.

The career still needs work but the core handling and racing is now something special, the fact VR is working well enough with a full 29 car AI field is a bonus I didn't expect.
Your video looks like a real footage. It's a bit depressing play other titles after being used with those graphics.
 
Well, I tried to use my trackir and strange thing happened: when I look to the right, screen turn to the left and vice versa. So I reload trackir and ACC, but no change. I use my default trackir setup for Raceroom, or AMS and there is everything okay. Except of this, trackir had no effect on fps or graphics.
ACC requires your TrackIR profile to have inverted yaw. Not exactly sure where to find said setting but it is there.
 
Well, I tried to use my trackir and strange thing happened: when I look to the right, screen turn to the left and vice versa. So I reload trackir and ACC, but no change. I use my default trackir setup for Raceroom, or AMS and there is everything okay.
Yes, as already mentioned, the TrackIR implementation for ACC has its axis all inverted compared to every other game I ever tried. So you have to invert them in whatever you use to get the TrackIR data (opentrack, in my case).
 
VR in ACC does work though.

I didn't claim otherwise. The post I was quoting made it appear that anyone complaining about VR had a sense of entitlement and should just accept "it doesn't work yet"

Apologies if it appeared I was implying ACC doesn't work.

Anyway, for the original question of has performance improved, I'll say no, not really. Although it's really not that bad for me anyway. Running a I7 4700K @4.3 @ 980ti with 30 cars, most settings are at mid and a few at low, but it still looks good. (for a VR game)
 
Yes, the aI pack get a bit tangled up at Druids on the first lap and I take advantage but after that it becomes a real challenge to keep up and pass them.
I sure wish these racing games could fix that. They all seem to have an identical weakness on the first few turns for some reason. Can't they make some AI randomly pop out of line to prevent that. I mean, couldn't the AI have the same idea as you?
 
The AI had no overlap when I started to brake, so I think I had the right to choose my racing line (and still leaving him enough place, didn't push him into the grass):
View attachment 319341
With all that said, I don't have an issue having a contact (in fact I like that they fight back, even if it results in contact), it's just that instead of backing off they push through, and I cannot do much once the contact is made. Fortunately it doesn't happen too often, but it still can be frustrating.

Yes, it's the push through that is the problem, not so much a slight contact that wouldn't normally result in a big incident. For those who think it's normal, did the AI brake? How hard? Should it have simply avoided contact?
 
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I haven't bothered to keep up with all the updates, but thought by now ACC should be worth some time. I started the career mode--all sims should have a training routine like this!!

Everything feels and sounds pretty good (compared to prior versions that I played with a bit). My only real concern is that I cannot feel what the back of the car is doing at all. The FFB from what feels like the front axle/tires is very good. But there is no dynamism from the chassis or communication of the rear tires/axle on my Fanatec equipment.

In contrast to AMS or rF2, the car feels like a brick lumbering over curbs or bumps. I have to guess when the rear is losing grip based on visual and audio clues (both good), instead of feeling it through the wheel as I can easily in the aforementioned titles.

Are there adjustments to FFB that I should be tweaking or paying attention to that would affect this? What are the maximum "realistic" settings for a decent-quality non-DD wheel?
 
I've had some more time to spend on my career :)

Regarding the driving aspect (tire model, physics, s.o.) I think there's not much room for improvement left (though Kunos always have some surprises for us ;) ).

There are several small issues that still need some polishing in the single-player / career aspect of the game:
* didn't advance too far in the career, but it seems to me that some balancing is still needed, Zolder was on the easy side, Brands I was really struggling, than Misano I won both races without much effort
* something weird with the pit limiter, sometimes does not want to work, no matter how many times I push the button while being in 1st gear (I suspect it happens when the first time I push the button I'm in second gear, but even when I gear down to the first gear afterwards it still does not work)
* the AI goes through you in the pits, I mean I get why no collisions in the pits, but the AI should still respect your space, it's immersion braking especially in VR
* during a race with a mandatory pit stop driver swap should be automatically selected, or at least it should be possible to change it after the pit started
And again, even if people disagrees, I'd still like to have AI that does not push through the player car, here a few more examples:

In the first example, I take the blame, I was too focused on the cars ahead I didn't realize that I'm cutting the AI. As I said before, nothing wrong with the initial contact, but the AI seems to be on revenge mode after that.

The second example I really don't think the AI behaviour is acceptable, it just follows his line as I was never there.

And the third is just an example of an AI with rage issues :D:D:D

With all these small issues, I have some very enjoyable and sometimes intense races with the AI, I'm pretty sure I'm going to spend many hours racing in single player mode.
 
Overall I think the driving experience is very good in this game. I get occasional stuttering on and offline, but rare. I wish there were a few parameters in FF to play with...especially a slip effect. Nothing like RRE with soooooo many effects, but just a few more. That said, the FF is very good already
 
VR is still just a loud minority and most of them aren't happy with any title, most of it is down to their hardware, their Vr-set which is just not up to the task as it is too early a generation and their entitlement not understanding they spent a ton of money on stuff that doesn't work yet.

So far the objective response, if you wanted an echo-chamber, please find another thread.

You are wrong and I can prove it with just one fact: iRacing rocks in VR. You can't say a hardware don't works if a game works fine using it.

So far, the objective response, If you wanted an poor opinion echo-chamber, please find another thread.
 
I've just had some other races, here's my conclusion:
Decent wheel: $400+
Decent pedals: $200+
Decent VR headset: $350
PC able to run decently ACC in VR: $3000
Being able to ride kerbs in ACC: Priceless

:D:D:D

And after the bug REALLY bites:

Decent wheel: $4000+
Decent pedals: $2000+
Decent VR headset: $1000+
PC able to run decently ACC in VR: $4000
Being able to ride kerbs in ACC: Priceless
 

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