Assetto Corsa: Porsche Vol. 3 Releases 20/12 - Details Released

Paul Jeffrey

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Porsche Pack Vol 3.png

Well we all like information don't we? After the long wait to see what Kunos and Porsche have in store for fans of the game, we now finally have all the pieces of the puzzle in one place. Once again thanks to the official Assetto Corsa Steam Store page, we see that Volume 3 of the Porsche DLC packages releases on December 20th, and again contains a goodly selection of the manufacturers finest examples of road and race machinery.

Unlike the previous two DLC's, Volume Three leans heavily towards purpose build race cars, interestingly even including the new for 2017 911 GT3 RSR and 911 GT3 Cup, cars sure to take the national and international headlines when they hit the world stage next year. Of course as can be seen in the included images in this article, fans of classic content have something to look forward to as well, with the inclusion of the 908LH (bottom of page) and 917K (below) - a car made famous as the machine that took Porsches first overall wins at the 24 Hours of Le Mans in 1970 and 1971.

In a bit of a disappointing move however, Volume Three contains the 2016 919 Hybrid, the car that Mark Webber will make his final WEC appearance in next month at Bahrain, that many people will feel rather similar to the 2015 variant offered in the Volume Two package. Ok ok I know its nothing to get too upset about, seeing as the car has undergone substantial 'under the hood' chances since the previous season, but personally I feel a little disappointed as I would have liked to see another model from the brand in its place. Saying that, if the three DLC packages sell well, nothing to say Kunos won't consider releasing further cars from the brand in the future...?

Assetto Corsa Porsche 917k.jpg


Porsche Volume 3 DLC Contains:
  • Porsche 911 GT3 Cup 2017
  • Porsche 911 GT3 RSR 2017
  • Porsche 911 GT3 R 2015
  • Porsche 919 Hybrid 2016
  • Porsche 908 LH
  • Porsche 917 K
  • Porsche 911 R
Assetto Corsa Porsche 908LH.jpg


Assetto Corsa is available for Xbox One, PlayStation 4 and Windows PC right now. The
  • Porsche Pack Volume One, containing seven Porsche vehicles is scheduled for release on October 25th for PC, then in early November on PlayStation 4 and Xbox One.
  • Porsche Pack Volume 2, containing seven Porsche vehicles across nine configurations is due for release November 22nd on PC, with release on console to be announced.
  • Porsche Pack Volume 3, containing seven Porsche vehicles is due for release on December 20th for PC, with release on console to be announced.

The Assetto Corsa sub forum here at RaceDepartment is the place to go for Assetto Corsa news and community discussion. We have a whole bunch of mods to download, a specific area for modders to discuss their WIP projects and of course our epic Racing Club and League events. Head over and join in today.


Just like busses, wait ages for one then all three come at once! So now we know, question is, which is your favourite from Vol.3 and which is the most anticipated across all three packs? Let us know in the comments section below!
 
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This pack is everything I want, The 2017 Cup car, The 991 GT3 R and having the new 2017 RSR will be amazing. although I do wish the current RSR was included, The new one being Turbo and the old one being N/A..The Current 2015.5 IMSA RSR sounds amazing! Yes it may not have performed the best but wow it was cool and noisy
 
This pack is everything I want, The 2017 Cup car, The 991 GT3 R and having the new 2017 RSR will be amazing. although I do wish the current RSR was included, The new one being Turbo and the old one being N/A..The Current 2015.5 IMSA RSR sounds amazing! Yes it may not have performed the best but wow it was cool and noisy

there is no way the new one a turbo. unless this is a test mule and they're going to slap a new engine in it come the roar.

 
So out of all 3 packs we aren't getting a GT3 racing car... yes we have the Porsche cup that is the closest to GT3 but no official GT3... very sad about that. For people coming at me, no the Porsche 911 GT3 R 2015 is not a race car, that's a factory everyday car.
Or maybe you should actually Google before you post. The 911 GT3 R 2015 is a GT3 racecar. The GT3 RS is the road car and that's in pack 2.

https://newsroom.porsche.com/en/products/porsche-911-gt3-r-new-11013-11014.html

It's really not that hard.

adb19fb3-2cd2-4f9c-bf62-823c462411a7_teaser_700x395x1_5.jpg
 
Or maybe you should actually Google before you post. The 911 GT3 R 2015 is a GT3 racecar. The GT3 RS is the road car and that's in pack 2.

https://newsroom.porsche.com/en/products/porsche-911-gt3-r-new-11013-11014.html

It's really not that hard.

adb19fb3-2cd2-4f9c-bf62-823c462411a7_teaser_700x395x1_5.jpg

Cool story tough guy, I did use google and the RS pop up, so I clearly made a mistake. Now you can increase your internet muscles for trying to ridiculise someone online, so so tough, I am so jelly of your toughness.
 
What's with the instant toxicity? :confused:

And while I'm at it, we are getting what, a GT4, a GT3 Cup, a GT3, a GT2, 2 LMP1, a Group C and nearly a dozen historic racing cars from the most iconic brand in motor racing.

And some people say there are too many road cars coming? :O_o:

AND OH DID I MENTION THE NEW GT2 CAR YAAAAAAAAAYYYYYYYYYYYY
 
Yes.

1.9
- New Porsche 991 Carrera S (Porsche Pack #1 DLC)
- New Porsche 918 Spyder (Porsche Pack #1 DLC)
- New Porsche 718 Cayman S (Porsche Pack #1 DLC)
- New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
- New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
- New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
- New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
- New Porsche Panamera G2 Turbo
- Added session time/laps on the top of the screen (laps are the leader ones)
- Now race is over when the car complete its lap and the leader has finished his last one

- Added dynamic ARB
- Fixed possible collision still active on race restart
- Added ERS recharge digital display
- Improved precision on all digital leds
- GT3 cars use tire model v10.
- Fixed TC sound distortion when triggered for the first time
- New camber grip variation formula (Thank You Nao!)
- Simplified DirectX 11 initialization
- Added official "Sparco" license to Assetto Corsa
- Added Ballast system through Ballast App (single player only)
- Added new F9 vertical layouts
- Added new driver + crew texture system
- Added new personal driver texture
- Fixed virtual mirrors rendered when not necessary
- Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
- Improved FFB App UI, so label is readable by VR users
- Added multiplayer splits
- Added Time Table leaderboard mode: this includes realtime splits and delta
- Added Fmod optimizations
- Added Anti-Wrecker protection
- Fixed AI "flapping" DRS in traffic
- Improved autoshifter
- Improved laptimes board by adding splits and tyre compound
- Fixed backfire animation freezing after session change
- Fixed leaderboard history in multiplayer
- Added voting spam protection
- horizon locked view removed from Bumper camera
- Delta App reviewed
- Fixed possible flickering in case of engine stall
- Added backfire animation to Zonda R
- python new functions and members
- getCarTyreCompound(carid)
- Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation

- Fmod updated to 1.08.12
- Updated SDK for modders
- Removed reverb snapshot in the Fmod project
- General audio engine code cleaning and bug fixing
- Vastly improved Fmod resource usage
- Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
- Fixed listener priority for cars in pits. They don't steal the priority anymore
- Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
- Overall volume balance
- 7.1 surround should now work as expected (on all platforms)
- Fixed audio initialization pop when the session starts
- Stereo imaging now works as expected
- Fixed ambience sound affected by reverb zones
- Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
- Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
- Reworked surfaces audio curves
- Reworked skids logic
- Fixed skids positional sound
- New exterior skids sound
- Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
- Reworked code management for traction control and limiter events
- Tweaked wind and limiter sound emitter position in dashboard camera
- Audio compressor on engine_ext event now works as expected when many cars are involved
- Surfaces, crashes and skids are now properly audible in chase and track cameras
- Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
- Fixed load/coast smooth for AIs and multiplayer
- Fixed transmission smooth and pitch for multiplayer opponents
- Engine volume setting is now related to the player/focused car
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
- Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
- Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
- New dirt sound effects
- New brake squeal for some "old" cars
- Added audio fade when track camera changes
- Added [VERSION] section in audio.ini
- Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
- Slightly modified gear grind sound
- Fixed wrong listener position for track and car cameras in some situations
- added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
- added templates for Porche Vol. 1 cars
- fixed excessive brake light brightness on Ford Mustang
- minor graphics fixes on Triple Pack cars
- [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
- [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
 
2015 GT3 R



2016 GT3 R



I think both are nice to have. But my favorite is the 2016 Version :D
The top car is the 2013 GT3r, the bottom is the 2015 car. It was revealed in in 2015 therefore it is a 2015 car, its first race was in 2016 yes but its the new one regardless. It just kunos doing their normal inconsistent naming, some have 2017 which are revealed in 2016 or going to be in the case of the rsr and some just dont have years like the 911R. Bottom line is that its the new one.
 
The top car is the 2013 GT3r, the bottom is the 2015 car. It was revealed in in 2015 therefore it is a 2015 car, its first race was in 2016 yes but its the new one regardless. It just kunos doing their normal inconsistent naming, some have 2017 which are revealed in 2016 or going to be in the case of the rsr and some just dont have years like the 911R. Bottom line is that its the new one.

Okay in this way you are right :) Then it should be the new one :)
 

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