Assetto Corsa Competizione: V1.0.8 Update Released

Paul Jeffrey

Premium
ACC V1.0.8 Update.jpg

A new build of Assetto Corsa Competizione has been released!

V1.0.8 of Assetto Corsa Competizione is now available to download, and with the new build comes a range of optimisations and fixes for the official Blancpain GT Series racing game. Of the highlights from this fresh new build, special attention has been lavished on the AI blue flag behaviour within the sim, which should hopefully go some way towards improving the offline racing experience when racing in traffic against the AI.

Check out the full details of the new build below:

GENERAL:
  • Fixed “Skip Intro Sequence” setting not working.
  • Added driverStintTimeLeft and driverStintTotalTimeLeft to sharedMemory.
  • Added rainTyres flag to shared memory and digital displays.
  • Fixed sessions in shared memory, added session index.
  • Fixed current lap time in shared memory, added deltaLapTime and estimatedLapTime.
  • Fixed bug with fuelUsed value in shared memory.
  • Fixed tripDistance in shared memory.
  • NOTE: more documentation on shared memory data is available in the following link:
  • https://www.assettocorsa.net/forum/index.php?threads/acc-shared-memory-documentation.59965/
  • Replay version is changed.
  • Fixed MOTEC venue name bug.
  • Exposed forceFeedbackIntervalSteps in the controls.json in documents/Assetto Corsa Competizione/Config to increase Force Feedback frequency (0= 333Hz 1=222Hz 2=111Hz, default is 2).
  • NOTE: high-end wheels will benefit from using a higher frequency, but older wheels should keep setting "2" for compatibility.
GAMEPLAY:
  • AI now observes blue flags vs. player and other AI cars.
  • Fixed inconsistent and wrong Career preset values (notably extra long Qualifying sessions in Endurance races when playing in "Long" mode).
  • Practice sessions are now globally limited to 60 minutes.
  • Added pitlane open/closed logic to stop the AI from entering the pits in the first lap in mixed weather conditions.
  • NOTE: the pitlane now opens when the leader completes the 1st lap. If the player pits before the pitlane is open, there will be no pit crew ready.
  • Championship code structure reviewed.
  • NOTE: polesitters are going to take 1 point.
  • Possible fix for AI late pit-exit limiter deactivation at Monza.
  • Added cutting warnings in Savegame.
  • Added session fuel consumption to Savegame.
  • Fixed superfluous RaceComm messages when loading a Savegame.
  • Fixed AI running faster for a few minutes after loading a Savegame.
  • NOTE: these fixes will require new game saves to function correctly. Loading older saves will still lack the correct data.
  • Fixed various crashes that could occur when exiting the replay.
  • Added automatic driver swap in the MFD when pitting.
  • NOTE: in Sprint races, the MFD will automatically jump to the next driver when entering the pits, and driver swap will be blanked out outside of the pit window.
  • Fixed a bug with ghost car after returning to pit.
  • Fixed Helicam remaining enabled on session change.
  • Fixed Silverstone full formation lap bug with AI.
  • Reduced yellow flag relative speed threshold.
  • Fix for a bug with the Ferrari after a garage teleport, where the car would continue a lap down due to a respawn glitch.
  • Fixed fuel time calculation for pitstops based on how much fuel the car already has - previously the refuel time in free refuel mode depended on refuel amount, regardless of how much fuel the car already had.
  • Fixed pitlane entry message for AI (and better pitlane entry for Barcelona).
  • Fixed wrong assists applied when returning from special modes, such as Career.
  • Increased session overtime in Career events from 2 mins to 3 mins.
  • Fixed different professionalism bonus texts in the Career.
  • Completely reworked Custom Championship architecture.
  • Fixed Custom Championship entry generation.
  • Fixed qualifying rule based on number of races in Custom Race Weekend mode.
  • AI flash lights when lapping.
  • New system for safer car location state.
  • AI now slow down to get space in qualifying.
  • AI now uses current delta time to aid in the decision to abort a qualify lap to take space.
  • Fixed potential crashes during reverse replay.
  • Updated and fixed pit triggers for all tracks.
  • Fixed possible wrong states on consecutive replays of restarted sessions.
  • Fixed yellow flag warning during podium sequence.
  • Fix for Savegame gamemode that was saving a different value after a different game load.
AUDIO:
  • Fixed potential crash with audio comms disabled.
  • Tweaked audio behavior for external sound fading (to fix inconsistent audio in F3/F7 cameras).
  • Fixed gear compressor timing for the Porsche 991II GT3 Cup.
  • Added basic car spotter
  • Added new audio warnings for flags
  • Added new audio messages for stint ending and stint over
VR/TRACKING:
  • Fix for the reset view (Ctrl+Space) not working with menus and HUD layers when using the HTC Vive (Steam VR plugin).
  • Enabled trackIR in freecam (F7) and chasecam (F1) views.
  • Fixed inverted axis in TrackIR.
UI/HUD:
  • Fixed showroom being zoomed on triple-screen resolutions.
  • NOTE: the new FOV is applied after a game restart.
  • Added Stats page to the Driver profile UI.
  • Added the possibility to enable the spotter in the Audio options.
  • Fixed tyre set selector issues in the pitstop strategy section of the Setup/MFD.
  • Game Mode helper texts revised in the UI.
  • Stabilized realtime leaderboard in the starting phase of the race.
  • MFD: certain elements now allow continuous increase/decrease on button down (fuel, tyre pressures, brake bias).
  • Fixed a condition when the MFD weather forecast wouldn't update.
  • MFD: driver selector is now locked in pit window modes once the player has completed the mandatory stop.
  • Fixed leaderboard race number on points table page.
  • Added nationality on leaderboard page / points table.
  • Fixed selectors on leaderboard page.
  • Added personal best laptimes to loading screens and Singleplayer Circuit Info.
  • Fixed and tweaked multiple Custom Race Weekend and Custom Championship options in the UI.
  • Added driver stint rule message on the pitstop MFD page.
  • Fixed fuel test slider inconsistencies.
  • Updated Rating Profile Help texts.
  • Removed replay button visibility without recorded time.
  • Added penalty indicator to HUD standings and realtime track position widget (also affects pitmenu standings and broadcast HUD).
  • Numerous text description and navigation-related corrections all across the UI.
  • More obvious indication on the HUD when the driver stint goes into overtime.
GRAPHICS:
  • More effective advanced sharpen filter in video settings.
  • Fixed polystyrene distance markers inverted in Brands Hatch.
  • Fixed various visual bugs on the Hungaroring and Brands Hatch.
  • Fixed graphical LOD issue on the Porsche Cup.
  • Various graphical updates on the Audi R8 LMS.
  • Added driverStintTimeLeft and driverStintTotalTimeLeft pages to the Racelogic display.
  • Racelogic pages rearranged (laptime, delta, stint driven, stint time left, total driving time left). Default key to cycle is ALT+D.
  • Tweaked RPM lights layout for the Bentley Continental GT3 2018.
  • Fixed a bug with ligth cones when opponents visibility was used (focused car had front lights off after changing car with Shift+Arrows).
  • More consistent placeholder values on dash displays.
PHYSICS:
  • Wet asphalt water film depth now influences aerodynamics.
  • NOTE: you might need to raise your ride height up to 4-5mm to regain the same splitter and diffuser balance and performance on a wet track.
  • General UI setup and MFD tyre pressure logic refactoring. No more automagic for ambient pressures.
  • Whatever the ambient temperature, the slicks are now preheated at 70°C and you can input the pressure you want for that preheated temperature.
  • Preset setups are already adjusted. Old saved setups will start with very low pressures and you generally need to add 4 to 5 psi extra.
  • Simply put a tyre pressure you desire, usually 2psi less than the hot pressure you want, and go.Minimum tyre pressures now at 20.3psi, as per Pirelli document request. Pay attention as the pressure can get lower than that when the tyres get cold without blankets while waiting at the grid start and can easily deflate on kerbs.
  • Fixed MFD pitstops screen tyre pressures.
  • All cars updated preset setups with new tyre pressures.
  • Improved flat tyres grip, you should now be able to return to pits with a flat tyre.
  • Fixed high fuel consumption under pit limiter.
  • Fixed engine consumption in idle.
  • Tyre blankets for slick tyres now at 70°C.
  • Optimum tyre pressure tweaks.
  • Fixed ignition on by default with manual engine start in certain cars.
  • Fixed motion data stopping in the middle of the cooldown lap.
  • Fixed incorrect AI tyre pressures after a pitstop.
  • Honda NSX GT3 fuel consumption tweaks.
  • Mclaren 650S GT3 improved TC logic.
  • Fixes in Lexus RC F GT3 fast damper preset setup.
  • New aggressive Barcelona preset setup for Audi R8 LMS, Mercedes-AMG GT3, Lamborghini Huracán GT3, Bentley Continental GT3 2018, Porsche 991 GT3-R, Ferrari 488 GT3.
MULTIPLAYER & RATINGS:
  • Increased the minimum pre-race time to 80s for public MP, decreased to min 5s for private MP.
  • Small improvement to the MP formation lap, preventing the ability to outrun the leader with good timing.
  • Servers won't spam "late" warnings for event resets.
  • Fixed ghostcar (disconnected car) during MP replay.
  • RC Rating was rewritten and now works again both in SP and MP.
  • RC will start at 0 while the old Elo value is still remembered.
  • Numerous SA Rating improvements. Most changes raise the requirements to gain Trust, so global SA ratings are expected to drop a few points.
  • Fixed a bug where lifting on straights would generate Trust.
  • SA and RC will change at a slower rate for low AI strength (< 90%), while the balance between Trust and OBWP is untouched.
  • Fixed FP2 and Q2 not displayed in server list.
  • Enabled collision bag for both MP and SP. SA penalties should only be applied to cars that are "root" contacts, no OBWPs for being caught in a mass accident.
  • Fixed replay auto save in MP when the weekend changes.
  • Server passwords are now stored.
  • Increased low-latency (LAN servers) ping accuracy, possibly removing jittering. The effects will also improve regular Multiplayer netcode prediction, but won't be as significant.
  • Added DT, 5s, 15s penalties as admin commands.
  • The driver swap info widget is now more compact.
  • Numerous fixes to driver swaps situations.
  • Team names are now visible in MP.
  • Netcode preparation for new pitstop rules, preview instructions will be added in the forum.
  • Server weather configuration now has more weight on the cloud level, configuring high cloud levels drastically improve the chances of rain (when dynamic weather is used).
  • Server weather configuration now uses rain level as a chance for a completely rainy weekend (when dynamic weather is used). Server admins can use both weatherRandomness and rain level to achieve different types of random rain experience.
  • Enabled the collection of new driver statistics.
  • Possible fix for MFD crash in MP when changing pit strategy after a driver swap.

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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IMO triples is “old” tech that has largely been addressed by VR. I had triples for a brief go and replaced them with an ultra wide - VR does not appeal to me for various reasons. For me the bezels on triples were too distracting - in fairness I was using 27s so the center screen was restrictive versus a 35 ultra-wide. Between radar apps, spotters, and look-back button, being able to see mirrors in a constant view is over-rated, and for me it didn’t add much in the way of sensation of speed. The killer for this game though is that the computer that could run 3 x 4K panels at high to epic is beyond the reach of consumers. Even at 1080 it would be taxing.
 
very good update,last night race in multiplayer with rain and wet becoming dry was a sensational experience,i really felt like a real driver.

all was good and game is getting better.

just one disappointment:i lost my championship save
 
Hotfix 1.0.9 is out!
https://steamcommunity.com/games/805550/announcements/detail/3607869505498519263

- ForceFeedbackIntervalSteps now defaults to the highest frequency rate (0) when generated.
NOTE: if you already have the value in your controls.json, delete the line or the entire .json for the line to regenerate with the correct value or change the value manually to 0.
- Wheel controller is now polled at 333Hz.
- AI "take space" behaviour is now less aggressive, requests less distance from the car in front, reacts less abruptly and guarantees higher minimum speed.
- Fixed incorrect driver stint times in Championship Endurance races.
- Potential fix to startup crash due to failed screen detection.
 
Im jealous of everyone getting good performance in VR. I want to like this game. I really do. And I will always root for Kunos because i love the original AC. But for me its unplayable in VR. Just way too blurry and jagged. And on top of that low fps. ( 2080ti, 9700k, samsung odyssey+). Doesnt seem like VR is anywhere near the top of the priority list, which is understandable. But unfortunately i have to uninstall this for now. And that sucks because this game feels so good to drive. This was one of the few games i had installed on my SSD with limited space. I will keep up with the progress if and when i see a big vr update I will try again.
 
How can someone seriously create a simracing game without taking into account what hardware simracers have ? Triple screen is not an option, it is a De Facto need !

"De Facto need" :rolleyes: give me a break. What's the percentage of triple screen users again?

ACC have a nice FFB as long as you don't break or accelerate

Okay, now you're just trolling or you need to buy a wheel with proper FFB support.;)
 
People complaining about bad VR or not supporting triple screens...I don't want to say those are less important (and certainly not to people that suffer from the issues), but I would be quite happy if something as "simple" as the horrendous input lag this game has (even with vsync off) got solved. It's kinda pointless to have great graphics if at the same time you constantly have to look at the virtual steering wheel pointing to the left while you are steering to the right already, or good physics/FFB when you can't catch slides because the steering has lag.
 
@BP @Fanapryde

Point taken.
I am not sure this feature was promised from the start. Competitors have this feature, I know. It also makes sense to have it, yes. Kunos explained why it is not in and difficult to implement. They said they will look into it. Not sure what more you can expect?

On the point of not having the complete field of view. I wrote on another thread that I tried my 32:9 ultrawide with EDTracker to have a better view through the side windows. What I found is, that the gain is minimal since the view is obstructed by safety net and head support of the seat. Which means I cannot really see out of the side windows anyway.
Thoughts?

I have noticed the head support blocking the view and that’s another issue in itself: I find it hard to believe that a racing driver IRL would have the seat adjusted so far forward that the passenger side mirror is obstructed by the head support...safety net possibly, but the head support?

To put that in perspective, for a similarly sized head support on my actual sim-racing seat to block most of the side monitor, I would be too close to the wheel to move it...it would probably just an inch or two from my chest actually (I’m 5’9” / 175cm ).

As far as never promising support goes: with the track record Kunos has with AC, their great implementation of Triple Screen support with that title and knowing how much the sim-racing community supports their efforts, it was just really surprising that they chose an engine, with triple support seemingly as an afterthought...don’t know if they were actually misinformed about UE4’s capabilities or not. I hope they eventually find a solution...I kept hearing about a feature in UE4 v4.20 called nDisplay; not sure if that’s a possible avenue to take, but I’m hoping the guys at Kunos know about it as well.
 
I have noticed the head support blocking the view and that’s another issue in itself: I find it hard to believe that a racing driver IRL would have the seat adjusted so far forward that the passenger side mirror is obstructed by the head support...safety net possibly, but the head support?

To put that in perspective, for a similarly sized head support on my actual sim-racing seat to block most of the side monitor, I would be too close to the wheel to move it...it would probably just an inch or two from my chest actually (I’m 5’9” / 175cm ).

As far as never promising support goes: with the track record Kunos has with AC, their great implementation of Triple Screen support with that title and knowing how much the sim-racing community supports their efforts, it was just really surprising that they chose an engine, with triple support seemingly as an afterthought...don’t know if they were actually misinformed about UE4’s capabilities or not. I hope they eventually find a solution...I kept hearing about a feature in UE4 v4.20 called nDisplay; not sure if that’s a possible avenue to take, but I’m hoping the guys at Kunos know about it as well.

I believe thy were told it would be available in the latest Unreal build, and I believe it either wasn’t or didn’t work.

My understanding is that they are talking to The Unreal team as well as trying to find a solution themselves.
 
Every time I fire up ACC and watch it max out my 2080ti to deliver meh visuals, I just want to get drunk.

Out of curiosity, what specifically are you defining as “meh” in the visuals? Lights? Shadows? Clarity? Not an attack, just genuine question...

First time I was sitting in the pits at night and the car in front hit the brakes which lit up my interior with a red glow, this blew my mind, felt so authentic (Rift CV1 at the time).

Then just yesterday now with Rift S I was looking at the track via trackside cameras while waiting for another driver to hand the car over to me, spent a bit of time just looking around, theres so much life in the track details. I was next to a tractor crane thing with a sling hanging down (T1 Barcelona) and the sling was moving in the wind, tree branches move, flags as well, looked right, going back to other sims the tracks feel a lot more frozen to me now.
 
I have noticed the head support blocking the view and that’s another issue in itself: I find it hard to believe that a racing driver IRL would have the seat adjusted so far forward that the passenger side mirror is obstructed by the head support...safety net possibly, but the head support?

To put that in perspective, for a similarly sized head support on my actual sim-racing seat to block most of the side monitor, I would be too close to the wheel to move it...it would probably just an inch or two from my chest actually (I’m 5’9” / 175cm ).
I am borrowing the attached picture from another thread. It gives you a fair idea on how a GT3 driver is typically seated. Could be Bernd Schneider at the wheel?! He should be around the same height as you. And the vantage point I am using in sims would be more or less the same (for GT3). If I stray from direct frontal view I will see the head supports of the seat (and the safety net). So side mirror is not a prob, but I will not see the opponent directly beside my car.
Gives you an idea of how I am perceiving secondary field of view, 180° view with EDTracker, etc. And the net is even missing on this AMG.
 

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Every time I fire up ACC and watch it max out my 2080ti to deliver meh visuals, I just want to get drunk.
Wow, I use a GTX1070, my brother a RTX2070 and the image is all but blurry at min. 60FPS (single ultrawide monitor). Not sure you consider UE4 GFX "meh" in general, that might explain your dissatisfaction.
 
"De Facto need" :rolleyes: give me a break. What's the percentage of triple screen users again?

Something like 100% of serious simracers have either triple, either ultrawide or VR, if you are just playing, then ok but it is supposed to be a SIMULATION, not a GAME ! You can still play Forza or PC2 after all.



Okay, now you're just trolling or you need to buy a wheel with proper FFB support.;)

You have no clue then, did you ever try iRacing or even better, rFactor 2 to see the difference ?

FFB in ACC is not realistic, at all.

Oh and my system is, I think, hard to beat :

- Simlab P1 rig
- Simtag hydraulic pedals
- Simucube 2 Pro base
- CubeControl wheels (I have 2)
- Z1 F1 wheel modified
- i9 9900K
- 64 GB RAM
- Dual 2080 Ti SLI Watercooled
- Aorus Z390 Waterforce motheboard
- etc...only top notch hardware

I don't think my system is to blame, don't you ?

I am not trolling, I am just relating facts : when you break in ACC (at least with parameters you can change in game), you don't feel it in your steering wheel, which is IMPOSSIBLE.
 

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