Assetto Corsa Competizione | V1.5 and GT4 DLC Released

Paul Jeffrey

Premium
Kunos Simulazioni have launched their V1.5 update of Assetto Corsa Competizione alongside the exceptional GT4 Pack DLC.
  • New DLC contains 11 GT4 cars.
  • DLC priced at £17.99.
  • Multi-class online racing now available.

Assetto Corsa Competizione GT4 | Check out our DLC review: Click Here

Yes, at long last release date is here and a brand spanking new update for Assetto Corsa Competizione has been released! Packed with features, fixes, improvements and changes, as well as the small matter of a new 11 car DLC replicating the 2019 European GT4 Series championship, this is one of the biggest update / DLC drops released for Assetto Corsa Competizione to date.

We shall get on to the subject of GT4 in a moment, but before we do, let's take a look at the V1.5 update change log that comes with this brand new build.

ACC GT4 Review 2.jpg


Assetto Corsa Competizione GT4 | Introducing Greatness: Click Here.

GENERAL:
GT4 European Series DLC (2019 season) now available for purchase with:
  • Alpine A110 GT4
  • Aston Martin Vantage V8 GT4
  • Audi R8 LMS GT4
  • BMW M4 GT4
  • Chevrolet Camaro GT4.R
  • Ginetta G55 GT4
  • KTM X-Bow GT4
  • Maserati Granturismo MC GT4
  • McLaren 570S GT4
  • Mercedes-AMG GT4
  • Porsche 718 Cayman GT4 Clubsport
  • Official 2019 GT4 European Series liveries and bonus presentation liveries for select models.
  • Additional bonus GT World Challenge Europe 2020 liveries.

Assetto Corsa Competizione GT4 | Gameplay Videos: Click Here.

GAMEPLAY:
  • Added GT4 Season menu (DLC).
  • Added GT4 Sprint Race game mode: 1-hour race duration, mandatory driver swap in pit window, no tyre change or refueling allowed (DLC).
  • Added GT4 2019 championship season and custom championship season (DLC).
  • Fixed a bug where saving the game while the car was facing the wrong way would DQ the player when loading the session.
  • Changed references in the penalty system to allow different track limit thresholds for different car groups in mixed races
  • Potential fix to the pit exit trigger fail and subsequent issue with pit limiter getting stuck and stint times not restarting properly when the player had the first box.
  • Fixed an inconsistency in the lower threshold of the automatic wiper assist.

UI:
  • Dash display opacity slider added in View Settings.
  • Short name (abbreviation shown on Lumirank display) now editable in driver UI menu.
  • Car classes marked on RT and leaderboard items on the HUD in mixed races.
  • Class indicator added to Broadcast HUD.
  • Broadcast MFD now contains split GT3/GT4 standings in mixed races (long press Insert hides & re-evaluates if race is multiclass or not during the race).
  • Class indicator added to MP timetables.
  • GT4 cars grouped in MP car selection.
  • "Sticky" HUD layer remains visible when hiding HUD via long press.
  • Updated realtime leaderboard widget time gap logic to support mixed classes.
  • Fixed controller navigation for the colour selector in the driver editor page.
  • Fixed a bug with control-hijacking by hidden widgets.
  • Dash widget size now respects low aspect ratio resolutions.
  • Showroom widgets to not consume mouse events while camera is being controlled.
  • Fixed temporary mouse pointer invisibility when intro session is set to skip.
  • Pit rule summary widget added to the garage screen.
  • Server statistics widget added to the garage screen.
  • Driver swap widget added to the garage screen (when applicable).
  • "Drive" button now pulsates on the garage screen during countdown.
  • Updated track map widget and interactive track map widget added to the garage screen.
  • Clicking on the markers changes focused car, clicking outside changes marker between position and racing number.
  • Indicates cars triggering yellow flag.
  • Indicates cars on invalid lap in Qualifying sessions (cyan marker).
  • Full track map widget now available on the Broadcast HUD and the Replay HUD.
  • HUD track map now has zoomed-in and full map option in HUD settings.
  • Added track map HUD page (cycle F2) as a secondary broadcast page with focus on track map.
  • Fix to only one car model being available for custom cars after adding the first one.
  • Server name is now shown for saved replays.
  • Fixed weather widget timing out on Broadcast HUD.
  • Weather forecast now shows current weather.
  • Weather forecast rainfall icons now show indication of increasing/decreasing rainfall (+/-) when both forecast stages prompt the same icon.
  • Fixed missing mouse pointer with Cinema HUD open.
  • Fixed erroneously exposed tyre set selector for wet tyres when switching between compounds and when loading a setup after session transition.
  • Fixed an issue with the setup strategy selector that would jump to the end of the list of strategies after session transition.

CONTROLLERS:
  • Change in the management of controller devices, to use instance IDs instead of on product ID.
  • Allows the use of multiple instances of the same controller device model, such as button boxes.
  • Fixed Frequency setting not loading correctly after being set in the UI.
  • Disconnected devices will no longer be deleted from controls.json but will be marked as disconnected (red-coloured device name in configuration screen).
  • Controls configuration can now be reloaded to detect re-connected devices without need to restart the game.
  • Refresh/reload and undo buttons added to the controls page.
  • Default keyboard binding for "downshift" reassigned to "X" in order to avoid clash with basic Windows function hotkeys.
  • Fixed FFB controller order dependency, now the steering device automatically gets FFB assigned.
  • Potential fix to lack of FFB for certain devices upon first install or control settings reset.
  • Controller presets for Simucube and Simucube 2 wheel bases.
  • Added new rumble effects and adjusted existing ones for XInput gamepads.

MULTIPLAYER:
  • Server: added server-side car group restrictions: GT3, ST, Cup, GT4, FreeForAll.
  • Client: server car group displayed in server list.
  • MP car selection page automatically pre-selects car based on eligibility.
  • NOTE: DLC ownership is not required to join mixed-class servers and see opponent cars.
  • Quickjoin always respects the car group that is currently selected.
  • CP servers are in Mixed mode, and use the Primary car.
  • Client: server list now will not refresh upon returning from car selection/advanced menu.
  • Client: fixed an issue with failed race starts when clients entering an invalid state would not be re-evaluated as valid even after regaining position.
  • Client: fixed a crash that would occur when the client joined during the start of the formation phase.
  • Client: fixed an issue where clients joining during the preparation/countdown phase would be sent up to the top of the grid by the formation widget and erroneously start from pole.
  • Client: fixed a potential client crash when using maximum tyre set rule in driver swap scenarios
  • Client: fixed unreliable grain/blister/flatspot data transfer in swap scenarios when reusing old tyresets while also swapping driver.
  • Server: client reject during post-qualifying phase now made global to prevent erroneous spawning.
  • In an open-race server, clients may still join after the post-qualifying phase, either during the race countdown phase, during the formation lap or after the race start.
  • Server: fixed a rare server issue that would skip to the end of the race session when all clients entered into an invalid state at the same time during the formation phase.
  • Server: added "isLockedPrepPhase" setting (settings.json) to prevent clients who did not take part in qualifying from joining during the preparation/countdown phase.
  • CP: fixed client rejection with "server full" message with successful registration.

PHYSICS:
  • Fixed tyre pressure reset on used tyres when pitting without tyre change.
  • Motec control channels frequency upped to 60Hz.
  • Fixed Motec channel drift when comparing laptimes.
  • Kerb, slip, G-force and ABS vibrations added to physics API.
  • EBB (active electronic brake bias) feature activated and implemented.
  • Torque vectoring differential activated and implemented.
  • Pirelli DH and DW tyre model implementation, all dimensions required and used for GT4 European Series cars.
  • Updated and improved implementation of caster physics (also affects visual appearance).
  • Porsche 991II GT3 Cup tyre model update and fine-tuning.
  • Porsche 991II GT3 Cup updated spring rates and bumpstops as per endurance homologation.

GRAPHICS:
  • Sparks performance optimization and probability filtering tweaks.
  • Backfire performance optimization.
  • Optimization of light emitters at Nurburgring to help reduce stutters.
  • Fixed car dirt visuals getting reset after certain periods in Multiplayer sessions.
  • Various car LOD fixes.

AUDIO:
  • Tweaked curbs and astroturf volume in onboard cameras.
  • Better organization in sample reference structure.
  • Better audio feedback for brake temperature and wear level.
  • General fine-tuning.



Also new for today is the GT4 Pack DLC - adding 11 new GT4 cars from the 2019 European GT4 Series to the simulation. I've already talked to death about these cars, so if you want a quick summary again, check out these two videos:



Enjoy the racing folks!

Assetto Corsa Competizione is available now on PC, Xbox One and PS4.

Got questions? Head over to the Assetto Corsa Competizione sub forum here at RaceDepartment and let the community be your guide!

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I am away from home and cannot play ACC, so one question for you guys: how does the FFB feel driving the GT4 cars? On the GT3 cars and using my old-ish T500RS (mid-range wheel, before someone gets offended) it is sometimes hard to understand when the front tires are on the limit.

The FFB is the same, there's no reason why it would change. The handling feels different of course since they're less powerful cars, with less aero, etc....You might find it easier to catch slides and such but the forces that get conveyed through the wheel are exactly the same.
 
Aggressive setup.
Brake bias 54.
TC off and brakes 1.
Worked great for me around Barcelona.

I think key is getting tire pressures with GT4.

They vary a lot with GT4 pack.
I am not that great at sim racing, and I will admit that. I typically try and get my tires to ~27psi after 2-3 laps. Have you found a better pressure that works for you on these GT4 cars?
 
I am not that great at sim racing, and I will admit that. I typically try and get my tires to ~27psi after 2-3 laps. Have you found a better pressure that works for you on these GT4 cars?

It seems optimum is 27.5.

Will require always adjusting cold pressures and playing around with camber to get them in optimum window.

Considering multiplayer servers always have different weather.
 
Spent a few hours in the bmw gt4 on hungaroring. Great experience! It took a few laps to adjust but got the hang of it pretty soon after. Car is quite alive compared to gt3. Slower, earlier brake points but at the right speed you can really attack those corners. Tomorrow some rain testing :) love acc
 
sigh....your examples are not of "the poorest" in the west. The ones I refer to are the ones who fall through the cracks of welfare and don't get the support you mention.

If there is one thing the Aussies love to whinge about, its the amount of support given to people who they believe shouldn't qualify for it,. Even illegal immigrants are given housing, food, clothing and legal support if they have lodged a case to stay in the country.

About the only ones that don't have some form of access are the New Zealanders (although, free medical, thats better then the home country), and we have a welfare system with all the bells and whistles waiting for us at home two hours away, or those that have run away from the system.

The rest, the tiny tiny portion you seem hell bent on focusing on are such a small group as to be almost impossible to find.

And yes, The streets are paved with gold.
 
Just did my first test and then a race with the GT4's and my word they are a laugh to drive. Took out the Cayman for a quick race and it was great fun, close racing.

When I drive the GT3's I seem to descend into a little bubble of competetive overkill, maximising the braking and blah blah blah. GT4's? Nah, chuck it in hope it grips. Ohhh it slides, catch it carry on. I can see the online races being pretty hilarious.

2 thumbs up Kunos, you done good.
 
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Iv'e wanted so badly to like the game since i bought it way back in early access, but something felt off with it. I have always had a problem with games where the view bounces around too much, they give me headaches very quickly, i tried adjusting the bob in the view settings but to no avail. Every update i would try but always ended up feeling horrible.

Iv'e always loved Kunos games so backing them even if i couldn't play it much was a no brainer.

Four hours later last night and i couldn't get the smile off my face, what a wonderful DLC, the cars all feel different and attacking the same track in a different style from race to race was fantastic. To finish off i tried the Alpine at Bathurst, this was the best time iv'e had in a sim for YEARS and the best part ? no headaches and sick feeling. Thank you Kunos, thankyou thankyou thankyou.
 
People seem to be spamming the Camaro and the BMW a lot. Those cars are almost 7 seconds faster in some case over everyone on the grid.
It was on Kayalami.

I am far from an alien, and just learned the track a couple days ago, (so actual pace for each car is probably three+ seconds faster) but here are my results after making a few laps with each car in Hotlap mode using the Aggressive setup with no changes:

1:53.094 - Audi
1:53.195 - Porsche
1:53.565 - BMW
1:53.607 - KTM
1:53.721 - Chevy Camaro
1:53.931 - Aston Martin
1:53.994 - Ginetta
1:54.069 - Mercedes
1:54.181 - Mclaren
1:55.302 - Maserati
1:55.422 - Alpine
 

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