Assetto Corsa Competizione v1.1 Released

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Assetto Corsa Competizione Zandvoort Preview 1.jpg

The 2019 Update for Assetto Corsa Competizione has been released!

Amongst many improvements, version 1.1 is bringing you the full 2019 line-up of the Blancpain GT series, including 6 new cars and the circuit of Zandvoort at no additional cost! The long awaited update to the official Blancpain GT Series game also brings the much requested Triple Screen support, pitstop animations, a new car selection showroom and many UI improvements.

In addition, KUNOS Simulazione and McLaren have extended their partnership to not only release the McLaren 720S GT3, but also be part of the McLaren Shadow project. It includes hosting an online Qualifier in ACC starting October 27th and closing on November 7th, providing owners of the game the opportunity to qualify for McLaren's final event to be held at their Technology Centre in Woking, Great Britain. More information on McLaren's shadow project can be found at the website of McLaren.

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The full changelog of the v1.1 release, can be found below.

GENERAL:
- Added Audi R8 LMS Evo.
- Added Lamborghini Huracán GT3 Evo.
- Added Honda NSX GT3 Evo.
- Added Aston Martin AMR V8 Vantage GT3.
- Added Porsche 911 GT3 R (991.2).
- Added McLaren 720S GT3 bonus content as part of the McLaren Shadow Project.
NOTE: the car has its BoP set based on the 2019 season tests and is playable with the rest of the content.
- Added Zandvoort Circuit.
- Added 2019 Blancpain GT Championship entries.
- First implementation of triple screen rendering.
NOTE: supports application with Surround mode on and off. Triple rendering properties can be adjusted in the View Settings ingame.
- Reduced FMod CPU occupation over time (mainly with external cameras and chasecam).
- Performance optimizations in cloudy, rainy and night conditions.
- Barcelona 2019 surface grip (slightly slower).
- Silverstone 2019 surface grip adjustments (around 2 seconds slower).
- Paul Ricard 2019 surface grip (around 1 second faster).
- Spa 2019 surface grip (small difference).
- Brake pressure added to shared memory.
- Fixed car model name in shared memory
- FuelEstimatedLaps added in shared memory.
- TrackStatus added to shared memory.
NOTE: shared memory/API documentation is updated, please see the relevant topic on the support forum.

GAMEPLAY:
- Added 2019 Championship season.
- Added possibility to play with more AI opponents on tracks with large pitlanes (notably Spa).
NOTE: grid sizes still depend on the available pit slots for each track and the Cup type selected.
E.g.: Sprint Cup fields are still limited in size to their real-life counterpart.
- Fixed a bug when only the first session of a weekend had correct track wetness.
- Championship weekends now include 2 practice sessions.
- Fixed 3H race driver stint strategy bug.
- Fixed strategy bug for mandatory pit with irregular driver crew.
- Fixed automatic driver cycle in endurance races.
- Various fixes for replay tyre radius/wheel speed (smoke particles and disc glow were not visible in certain situations).
- Fixed valid mandatory pitstop if tyreset is not changed.
- Forced auto save replay after an MP race when the car is stopped.
- Fixed pit strategy selector update issues in the car setup page.
- Driver skills updated based on 2019 results and added skills for new drivers.
- Fixed old replay HUD shortcut overriding the new FFWD and slow motion system.
- Potential fix for SP replay autosave on quit game.
- Fixed autosave replay during the limbo page.
- Autosave replay shows a message before the saving itself.
- Potential fix for Custom Race limbo page crash.
- Pitstops are now enabled in Free Practice and Qualifying sessions.

UI/HUD:
- UI car selection no longer jumps around when selecting different game modes.
NOTE: if there's an unavailable entry when changing game modes, a new selection is made to match the previous selection as close as possible.
- Default single player selections and settings revised.
- All-new track selection screen.
- Added pit animation toggle in General settings.
- Interactive showroom in car selection screen: zoom, pan, rotate, remember last position.
- Initial implementation of gamepad/keyboard control of showroom camera:
default controls for gamepad: right thumbstick view control, triggers zoom
default controls for keyboard: comma/period/a/z, left/right/up/down
hide UI: scroll button.
- Warning popup when selecting more than 29 opponents.
NOTE: playing with a high number of AI cars requires significant computing power and is not recommended/supported on low and mid-range configurations.
- Default showroom angle changed to spotter guide view in the car selection screen.
- Increased PP gamma for car preview images to match showroom brightness.
- Fixed Special Event season and car selection overwriting single-player page selection history.
- Added FPS cap to the menu screens to limit GPU load.
- Added option in Video Settings to enable/disable the UI FPS cap.
- Messages for manual and automatic replay saving.
- Added option to disable the flashing pit markers when pit animations are enabled for added immersion.
- FFB frequency option exposed in the Controls settings.
- Triple screen mode added to Video Options.
- Triple screen parameters added to View Settings.
- Added gaining/losing time split messages.
- Standings and realtime widgets (HUD, broadcast, pit page) now have a "mandatory pitstop(s) left" indicator for each car.
- Timetable laps are now accessible for the current and previous sessions, both in SP and MP.
- Distance, Height and Pitch parameters can now be set at 0.5 intervals in View Settings.
- Adjustable HUD boundaries exposed in HUD Options.
GENERAL NOTE: due to the significant restructuring of the user interface, it is recommended to delete your docs/ACC/Config/menuSettings.json file after installing the latest update.

GRAPHICS:
- All-new pitstop animation.
- Disabled advanced sharpen filter in TV/F7/Heli cameras.
- Sharpness set to 0 and sharpen filter disabled if antialiasing type is set to FXAA.
- Revised wiper animation system - particularly to fix the abrupt jump when the player stopped the wiper while any vibration or g-force movement was active.
- Added Car LOD setting to Video options.
NOTE: higher value - delayed LOD switch, lower value - more aggressive LOD switch. 70% equals the old default.
- Fixed nameplate bloom at night.
- Brake pressure/temperature added to car displays.

PHYSICS:
- Brand new aerodynamic slipstream simulation. Vortices created by leading car affect airflow that influences both leading and following car in drag and downforce. Leading car will experience slightly lower drag and downforce, and the following car will experience less dynamic pressure that results in lower drag and lower downforce. Results are affected by conformity of diffuser and rear wing angle.
- Circuits have now different surface grip and tyre degradation for different seasons (2018 - 2019)
- Improvements on OOW (out of world) scenarios and AI collision box activation upon impact and tyre deflation.
NOTE: potential performance gain with high number of AI cars.
- Bentley 2019 homologation.
- Ferrari 2019 improvements. More wheel rates available for front and rear.
NOTE: you'll need to add 4-5 clicks at the front wheel rates of your old setups to have the same results
- Improvements in BoP and balance of Nissan GTR 2018, BMW M6.
- Fixed Audi R8 Monza and Paul Ricard wet presets lacking wet tyres.
- Tyre graining and blistering fine tuning.
- Brake temperature influence on tyres fine tuning.
- Improvements in FFB forces calculation.
- Sand traps FFB enhancement.
- Kerbs FFB enhancement.
- Fixes in setup strategy page.
- Fixes in setup automatic functionality in issues occurring from very stiff dampers and bumpstop gaps.
- Improved collisions to the ground.
- Fixed automatic gearbox not shifting in 1st with pit limiter.
- Fixed Mercedes-AMG occasionally starting session with broken suspension.

AUDIO:
- Added performance sector audio message compared to the personal best in qualifying sessions.
- Enabled audio messages about time gain/loss.
- Positional hit audio for track objects.
- Hit sound for destructible objects.
- Hit sound for small objects.
- Updated all tracks with hit sounds for track objects.
- Added starting comms to audio options.
- Fixed backfire audio.
- Added another car spotter filter (should be more quiet during continuous two-wide).

MULTIPLAYER/RATINGS:
- Adjusted the TR Rating to scale to 33 track medals.
- Added pitstop rules for non-public MP servers: mandatory pitstop count, pit window, max stint times, minimum driving time for swap situations.
- Fixed issue in Racecraft Rating on MP servers.
- Added (general) options to turn off Ratings and/or Statistic tracking in Singleplayer.
- Fix for remote cars collision object left on the track and causing crashes in MP.
- Potential fix for car sparks in replay and bottoming audio effect.
- Updated car selection in MP, now allows all entries of all seasons ("Free-for-all" mode).
- Added 2019 cars & tracks to backend, rating and statistics.
- Added 2019 tracks to server definitions. Using "nurburgring" as track will run in the BoP and track settings for 2018, "nurburgring_2019" will use the 2019 BoP and track data context.
- Drive button is now disabled until the last 30 seconds before session start, and a countdown progress bar is displayed.
- Driver Statistics can now be viewed in "Combined", "Singleplayer", "Multiplayer" modes.
- Increased stability to driver swap situations.

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 am having louds of fun with . My only negative is No American tracks.....I understand why....It reflects a series....But Sorry.....Sell me a DLC with American tracks...Road Atlanta....Sebring....Mazda Raceway and Road America. I would pay 21.00 U.S for these 4 tracks done to Acc standards. Canadian Here
 
I suppose it is final now and the guys at Kunos are REALLY happy they did not call the game "Blancpain GT". Then, they'd really have a problem ...
Yeah that could be very bad :D
But now they only have to remove some names in the game(descriptions and things), i mean they have to, right? even if the series won't having a new title sponsor at that time?
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Damn i love Aston, for a slow guy like me breaking into low 2:18 at spa was impossible but now i'm doing 2:18:5xx with 40L fuel, the only bad thing for me is that i can't get the McLaren 720 to work that good(also the new lambo, i'm way faster with the old one), anything sub 2:20 at spa is impossible with 720GT3 for me:( don't know is it me just driving it wrong(?) or the BoP is bad? :( i mean right now every car in the game is able to do consistent 2:19:6xx to 2:19:8xx laps (or fast lap of 2:19:1xx) with my driving style on 40L fuel at 24C air temp and 20% cloud , but the 720 is killing me, i can't even get a one lap under 2:20, the car seems too tame and settled (i didn't try Audi yet):D
 
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Yeah that could be very bad :D
But now they only have to remove some names in the game(descriptions and things), i mean they have to, right? even if the series won't having a new title sponsor at that time?

I don't think they will change anything at all in the game, it represents the 2018 and 2019 series and Blancpain was title sponsor, end of discussion. Just the subtitle of the game "The official Blancpain …" needs to go and they're fine, because someone buying the game in 2020 needs to know which real life series it links up with.
 
Maybe its just me but have loading times increased (a lot) with this update, also when ever i start the game my hard-drive starts making noise even though i have it installed on a SSD ?.
 
I've had some time to try this new update out, the gem really starts to shine now. There are still a few things I would like to be improved, but overall it's a really nice experience.

Here are two things I'd like to be improved:
* though so far the "ramming-through" behaviour seems to be fixed, the AI is still going crazy-mode sometimes, bumping me three times within a single lap:

* the AI still goes through you in the pit lane if you happen to be slower than them. Not a big thing, but it's immersion braking in VR
 
You're a car dealer? You sold me, totally will look out for a Lexus for my next car!

Sure, don't delay, order today and we can even put a bow on it for a special occasion.

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You might find the sat nav menus difficult to use and the car settings incredibly fiddly but as a connoisseur of the finer things like ACC, I'm sure you'll have only limited trouble.
 
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Single screen performance is pretty good now, solid 60fps on 4k Epic settings.

VR :(, tried it again, even medium settings, 150% SS (using 260% for AC), can't run it without reprojection and it looks super bad. Still faint hope that some improvements will come.
Is there in game FPS counter, couldn't find it?

FFB is pretty good, too much road effects though even when they set at 0%, can pretty much mimic this in AC by setting Road Effects to 25%. Sure, it makes FFB more alive, but as FFB is very subjective thing and depends on hardware, perhaps having ability to tune them down more would be useful.
 
What is the procedure for Pit Stops?
For mandatorys basically changing everything, the driver inclusive. As soon as you hit your stop sign, turn off your ignition, let your crew do the job and wait, until you have control and start the engine and hit the pedal.

You can make a pit strategy in the setup menu.

Don't forget to check everything in the pit menu via MFD button and use your pit limiter in 1st gear.^^

This game needs documentation...it needs this SO much...
 
Maybe its just me but have loading times increased (a lot) with this update, also when ever i start the game my hard-drive starts making noise even though i have it installed on a SSD ?.
I don't have stopped the time but it's the same as before. Damn quick loading times :thumbsup:

What is the procedure for Pit Stops?
Like @CrimsonEminence said above for the mandatory pitstop you've to change the tires and the driver.
You can set the pitstop of your likings in the setup menue before the race is started. The driver change you've to set up in the MFD. You've to check the stint times for the drivers as well.
It's all in the MFD pit menue during the race.
Since the latest update you'll get a message of your race engineer before the stint times of your current driver comes to an end.
 
What is the procedure for Pit Stops?
By all means set them before you start the race; then, about 7min. before the stop, start using the straights to check on the MFD whether everything is still ok AND set the driver you want to swap to, this cannot be done before the race (unless I missed out on sth.). I haven't done a second pit in this version in longer races, but in versions before, the fuel for second and all following stints were set to 0 once you got out on track, so you had to reset them by clicking dozens of time, one click for each liter. If the bug is still there, you need to do this on the straights for several laps, hence checking the menu seven minutes before stop, gives you time to undo the bug.
 
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I've had some time to try this new update out, the gem really starts to shine now. There are still a few things I would like to be improved, but overall it's a really nice experience.

Here are two things I'd like to be improved:
* though so far the "ramming-through" behaviour seems to be fixed, the AI is still going crazy-mode sometimes, bumping me three times within a single lap:

* the AI still goes through you in the pit lane if you happen to be slower than them. Not a big thing, but it's immersion braking in VR
I thought i was watching a documentary about 2 sharks trying to hunt a seal!:confused::roflmao:
َAlso he "AI keep braking when it is not necessary" makes me furious, even on 100 difficulty(at spa and silverstone) they will continue to brake midcorners :mad::D really need to be fixed.
 

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