Assetto Corsa: Porsche Volume III DLC Released

Paul Jeffrey

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AC GT Cup.jpg

Kunos Simulazioni have released the third installment to their Porsche DLC lineup today, adding seven new vehicles to the simulation including the 2016 variant of their dominant Le Mans challenger and the beautiful 2017 GT3 Cup 911 alongside a substantial V1.11 update for Assetto Corsa.

As is the usual process with these Porsche DLC releases, Kunos have paired up today's release with a new update to the game, bringing Assetto Corsa on PC to version 1.11 and adding several fixes and enhancements to the core racing experience.

Build 1.11 highlights include V10 tyres and updated physics and inertias for all GT3 plus the Glickenhaus P4/5C and Evora GX and GTC as well as the LaFerrari, 599XX, FxxK, P1, Aventador SV, Huayra and Zonda R. Other key updates include the new offline championship mode, where players can create custom championship events with selectable cars, tracks, laps, points and rules.

Furthermore, Kunos physics guru Aris Vasilakos had the following to say with regards to changes in tyre pressure post version 1.11:

"Hello everybody.

Assetto Corsa V1.11 brings some new updates and improvements to the core tyre simulation. On top of that, more adjustments have been made on the tyre values themselves to accomodate the core updates and take advantage of the new features and calculations. As a result, we have some big changes in the GT3, GT2 and Porsche Cup tyres.

Tyre pressure.
Cold pressure now starts from 16psi.
Hot pressure is optimum around 26psi.

As usual the optimum pressure will take a bit of experimentation depending on the track configuration, setup configuration and driving style. A good range would be from 24 to 28psi.

The lower pressures offer a better control of the cars over low kerbs. Together with changes on camber sensitivity, slipratio calculation, effective radius calculations and more, result in a more involving driving experience and more realistic values and behaviour.

More tyre compounds will get updated on all the cars, as we are bringing V10 tyre model to maturity and time permits to update the rest of the cars".
Looks like this might mean a bit of a rethink to current setups used in the game going forward.

Below you can see the new trailer for Porsche Volume III and the full build 1.11 change log released today.

The Cars
  • Porsche 911 GT3 Cup 2017
  • Porsche 911 GT3 RSR 2017 * Coming as a free update in January 2017 for Vol. III owners
  • Porsche 911 GT3 R 2015
  • Porsche 919 Hybrid 2016
  • Porsche 908 LH
  • Porsche 917 K
  • Porsche 911 R
  • Porsche Macan Turbo (free car)

Porsche 911 GT3 Cup 2017
Assetto Corsa 911 GT3 Cup 2017.jpg

The rear of the world's most-produced GT racing car now houses a 4-litre, six-cylinder flat engine for even more drive. Thanks to thoroughbred motorsport technology, the compact engine with direct fuel injection delivers peak performance of 357 kW (485 hp).
A range of innovative details also improve efficiency in addition to engine perfor-mance, ensuring even better durability of the naturally aspirated engine in racing mode and reduced maintenance costs.

Porsche manufactures the 911 GT3 Cup on the same production line as the 911 road car in its main plant in Stuttgart-Zuffenhausen. The basic race tuning is performed at the Weissach motorsport centre, where vehicles are also thoroughly tested by a professional race driver prior to delivery to the customer. Some 3031 units of the 911 GT3 Cup have been built in the 996, 997 and 991 model lines since 1998. This makes the brand cup racing car from Stuttgart the most-produced and most-sold GT racing car in the world.

The new 911 GT3 Cup will be used in the 2017 race season, initially exclusively in the Porsche Mobil 1 Supercup and in the Porsche Carrera Cup Deutschland, as well as in North America.

Porsche 911 Turbo S
AC 911 Turbo S.jpg

Porsche has always promised performance. The 911 Turbo S keeps that promise in an exceptionally impressive way: with a 3.8-litre, twinturbo six-cylinder engine that has even larger turbochargers than the 911 Turbo. Developing 427 kW (580 hp), the maximum torque is 750 Nm. You accelerate from 0 to 100 kmh in a breathtaking 2.9 seconds. And reach 200 kmh in 9.9 seconds. Top speed: 330 kmh.

From a technical point of view, the 911 Turbo S is just as well equipped as the 911 Turbo. In terms of performance, however, the specification is even more elaborate.

Porsche Dynamic Chassis Control (PDCC) provides active roll stabilisation and enhances the neutral handling further. The Porsche Ceramic Composite Brake (PCCB) improves braking performance. New 20-inch 911 Turbo S wheels have a central locking device – technology derived directly from motor racing.

The design of the 911 Turbo S is accentuated in a number of ways: on the outside, tailpipe trim in black chrome and SportDesign exterior mirrors with their V-shaped base

Porsche 919 Hybrid 2016
AC LMP.jpg

The WEC regulations lay down strict requirements relating to efficiency, safety and sustainability in motorsports. In short: vehicles that are designed for the future. These requirements have inspired Porsche's engineers to carry on what Porsche has been doing for over 60 years. Avoiding an either/or approach to isolated technologies, and instead examining every possible detail without losing sight of the overall picture.

In the LMP1 class, the principle of dominance through maximum performance will give way to the demand for efficiency. For the first time in the race’s history, all of the works teams in the top classification must compete with hybrid racing vehicles.

Porsche's choice of combustion engine was born out of an efficiency-optimized approach: a highly compact, turbocharged four-cylinder 2-liter engine with direct fuel injection. The combustion engine is supported by two energy recuperation systems. Years of experience in designing Sports Cars helped us to reduce the weight of individual components even further. The sports prototype is made mainly of carbon. In addition, the engine made of high-strength aluminum and the use of magnesium and various titanium alloys also helped to achieve the ideal system weight.

Porsche 908 LH
AC 908LH.jpg

The 908 debut came in the Monza 1000km race on April 25 1968. In September of the same year it was driven at the 24 Hours of Le Mans: here the 908s were the fastest cars in qualifying and the early stages of the race, however, unlucky for them the repair rules were misinterpreted by Porsche team leaders, resulting in their disqualification.

Things went better in next year's race: although Jacky Ickx won in a Ford GT40, Hans Herrmann' 908 LH finished in 2nd place, just a few seconds behind due to a brake pad issue towards the end of the race.

Porsche 917 K
AC 917k.jpg

The bad results of the 917 in the 1969 forced Porsche to review the aero design, since its main problem was handling at high speeds. Those improvements gave birth to the 917 Kurzheck: that year this car won 7 out of 10 races, smashing the record distance by 190 miles at the 24 Hours of Daytona (724 laps).

Porsche 911 R
AC 911R.jpg

The chassis of the new 911 R is based on the 911 GT3 and provides extremely sporty day-to-day driving. The tuning is extremely direct and the vehicle lies as low as the 911 GT3. All the chassis control systems have been adapted to the manual transmission.

At low speeds, the specially adapted system on the new 911 R steers the rear wheels in the opposite direction to the front wheels. This increases agility, particularly in tight bends. During high-speed manoeuvres, the system steers the rear wheels in the same direction as that of the front wheels. This enhances stability, particularly at high driving speeds.

The large-volume flat-six naturally aspirated engine sits right at the back of the new 911 R. Its high-performance unit delivers an impressive maximum engine speed of 8,500 rpm. With its 4-litre displacement it delivers 368 kW (500 hp), corresponding to an output of 92 kW 125 hp) per litre. The maximum torque is 460 Nm at 6,250 rpm.

With the very short shift travel of the 6-speed GT sports manual transmission, the 911 R accelerates from 0 to 100 kmh in only 3.8 seconds – provided you're nimble with the shift lever. Top speed is reached in 6th gear: at 323 kmh.

Power development of this kind is only possible with a high power-to-weight ratio. With the new 911 R this is a remarkable 2.7 kg/hp.

Porsche 911 GT3R 2015
AC GT3.jpg

Based on the 911 GT3 RS production sports car, the 911 GT3 R has been designed as customer sport race car for GT3 series around the world.

In developing the more than 368 kW (500 hp) racing nine-eleven, special attention was paid to lightweight design, better aerodynamic efficiency, reducing consumption, improved handling, further optimised safety as well as lowering service and spare parts costs.

The lightweight body design of the 911 GT3 RS production sports car featuring intelligent aluminium-steel composite construction has proven to be the ideal basis for the race car and its cutting-edge four-litre flat-six unit is largely identical to the high-performance production engine of the road-legal model.

Version 1.11 Change Log
  • New Porsche 919 Hybrid 2016 LeMans configuration (Porsche Pack 3)
  • New Porsche 908 Lang Heck (Long Tail) (Porsche Pack 3)
  • New Porsche 917 K (Porsche Pack 3)
  • New Porsche 911 R (991) (Porsche Pack 3)
  • New Porsche 911 GT3 Cup 2017 (Porsche Pack 3)
  • New Porsche 911 GT3 R 2016 (Porsche Pack 3)
  • New Porsche 911 Turbo S (991) (Porsche Pack 3
  • New Porsche Macan Turbo (free bonus)
  • New Championship gameplay. Create your own championship, select cars, tracks, laps, points, rules and compete against the AI.
  • Fixed wing damage model on Nissan GTR
Shared Memory
  • Fixed kersCharge and kersInput for ERS system
  • Added system/cfg/messages.ini to filter system messages out
  • Added Print function in Time Table (export in Documents\Assetto Corsa\out
  • Fixed Setup Electronic tab issue on ABS level for cars featuring no TC
  • Reviewed damage curve + repair times
  • New formula for effective radius calculation
  • Pitstop is possible also in Practice session
  • Fixed Confirm button in Pitstop screen to work without any requested operation
  • Fixed UI resetting AI level at start
  • Corrected front wheel 3D placement for Lotus Evora S and Step 2
  • Pitstop animation disabled for VR users
  • New V10 tyres and updated physics and inertias for all GT3 cars
  • New V10 tyres and updated physics and inertias for all GT2 cars plus Glickenhaus P4/5C and Evora GX and GTC
  • Updated V10 tyres and updated physics and inertias for Hypercars (LaFerrari, 599XX, FxxK, P1, Aventador SV, Huayra, Zonda R), more experimentation
  • Corrected Porsche 917/30 inertia values
  • Corrected Porsche 917/30 ackermann and front bump steer suspension
  • Corrected aero downforce and drag values for Porsche 962 Short Tail
  • Corrected drag values for Porsche 962 Long Tail
  • Porsche 962C Long Tail now has passive wastegate pressure map that permits user controlled overboost as a % of a turbo boost map. 0-9 keys
  • F4 key sets camera on the player car
  • Added Delete function on Setup screen
  • Added electronic controller cltr_wastegate[X].ini to control wastegate levels on turbos
  • Fixed potential track cut on Nordschleife Endurance and Cup layouts

Assetto Corsa is available for Xbox One, PlayStation 4 and Windows PC right now.
Porsche Pack V3 is available today for 6,99€. Owners of an Assetto Corsa Porsche Season Pass can download the cars without an additional cost.


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.


Have you tried the Volume III DLC pack yet? What are your early impressions of the pack? Which car have you most enjoyed driving so far? Let us know in the comments section below?
 
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about time they got tire tpressures correct
I don't know how for other cars, but on GT3 cars all default setups have tire pressure set to 16 PSI after the patch (bug?), on the track it raises quickly by 10+ PSI. If I set them to more realistic 24 PSI it ends up above 32+ PSI at the optimal tire temp again. Doesn't seem exactly correct to me, actually quite the same like before.
 
Jeezuz, you gotta put in some enormous steering angle for the 908LH to get the thing to turn in, pretty much going shuffle mode in chicanes. Love it. :p

Only gripe to me for now in the cars I have tried is that the 911R sounds a bit dull, does not sound anywhere near as raw as it does in all them IRL vids inside the cabin.
 
I don't know how for other cars, but on GT3 cars all default setups have tire pressure set to 16 PSI after the patch (bug?), on the track it raises quickly by 10+ PSI. If I set them to more realistic 24 PSI it ends up above 32+ PSI at the optimal tire temp again. Doesn't seem exactly correct to me, actually quite the same like before.
Here is a post from Aris in the official forums:
Hello everybody.
Assetto Corsa V1.11 brings some new updates and improvements to the core tyre simulation. On top of that, more adjustments have been made on the tyre values themselves to accomodate the core updates and take advantage of the new features and calculations. As a result, we have some big changes in the GT3, GT2 and Porsche Cup tyres.

Tyre pressure.
Cold
pressure now starts from 16psi.
Hot pressure is optimum around 26psi.
As usual the optimum pressure will take a bit of experimentation depending on the track configuration, setup configuration and driving style. A good range would be from 24 to 28psi.

The lower pressures offer a better control of the cars over low kerbs. Together with changes on camber sensitivity, slipratio calculation, effective radius calculations and more, result in a more involving driving experience and more realistic values and behaviour.

More tyre compounds will get updated on all the cars, as we are bringing V10 tyre model to maturity and time permits to update the rest of the cars.
Hope you like it
 
I don't know how for other cars, but on GT3 cars all default setups have tire pressure set to 16 PSI after the patch (bug?), on the track it raises quickly by 10+ PSI. If I set them to more realistic 24 PSI it ends up above 32+ PSI at the optimal tire temp again. Doesn't seem exactly correct to me, actually quite the same like before.

From Aris:

Hello everybody.
Assetto Corsa V1.11 brings some new updates and improvements to the core tyre simulation. On top of that, more adjustments have been made on the tyre values themselves to accomodate the core updates and take advantage of the new features and calculations. As a result, we have some big changes in the GT3, GT2 and Porsche Cup tyres.

Tyre pressure.
Cold
pressure now starts from 16psi.
Hot pressure is optimum around 26psi.
As usual the optimum pressure will take a bit of experimentation depending on the track configuration, setup configuration and driving style. A good range would be from 24 to 28psi.

The lower pressures offer a better control of the cars over low kerbs. Together with changes on camber sensitivity, slipratio calculation, effective radius calculations and more, result in a more involving driving experience and more realistic values and behaviour.

More tyre compounds will get updated on all the cars, as we are bringing V10 tyre model to maturity and time permits to update the rest of the cars.
Hope you like it

*Shark Ninja'd
 
I don't know how for other cars, but on GT3 cars all default setups have tire pressure set to 16 PSI after the patch (bug?), on the track it raises quickly by 10+ PSI. If I set them to more realistic 24 PSI it ends up above 32+ PSI at the optimal tire temp again. Doesn't seem exactly correct to me, actually quite the same like before.
Did you read the post text you're commenting under? It quotes what the devs said about this.
 
Did you read the post text you're commenting under? It quotes what the devs said about this.
I just don't understand how is 16PSI cold and 10+ PSI raise on a GT3 tire realistic. Is it?

The target 26-28 PSI hot optimal seems ok to me, but if they achieve it only by lowering cold pressure to unrealistic values, what's the point?
 
I just don't understand how is 16PSI cold and 10+ PSI raise on a GT3 tire realistic. Is it?

The target 26-28 PSI hot optimal seems ok to me, but if they achieve it only by lowering cold pressure to unrealistic values, what's the point?
The PSI will raise because the ambient temperature is for sure on ~26ºC which will make the stationary tyres get on the same temperature level. Race on a day with lower ambient temp and while the tyres are as cold as the ambient temp, then pressure won't raise by 10+ until you warm up the tyres by driving.
 
Correct suffered from brain over load from having to many knew cars to play with 2016 is correct.
Sorry, I was not talking about your post, just pointing it out since every single article and even the steam store description listed the car as 2015.... It was a surprise for me.

Also, I know the pack is race car heavy, but you guys should give the Macan a go, what a impressive bit of kit this one.....
 
The PSI will raise because the ambient temperature is for sure on ~26ºC which will make the stationary tyres get on the same temperature level. Race on a day with lower ambient temp and while the tyres are as cold as the ambient temp, then pressure won't raise by 10+ until you warm up the tyres by driving.
I clearly must be wrong, since everyone else apparently thinks it is OK. Which I don't have problem to believe so.
Now I'm just thinking, with ambient temp of 16C, cold tire pressure 16PSI, the stationary pressure is 14PSI, while driving it raises to 26PSI. With ambient temp 26C, both cold and stationary pressure is 16PSI, while driving raises to 26PSI.
In both cases the difference [stationary - while driving] is, imo, too large. In 26C, I would expect the difference to be something like 4-5PSI, not twice as much. The difference [cold - stationary] is ok, but it makes the default 16PSI cold appear way too low.

I, of course, don't have actual pressure ranges for real GT3 tire, I just have been told, or read somewhere some time ago, the tire pressure for GT3 doesn't raise as much during driving. So that's why I'm curious if AC is correct.
 
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steam was showing mine as 'update queued' ,,, it was like this for a few mins,,, restarted steam and install start and complete without any probs,
maybe yours will sort itself out when traffic eases, hopefully :thumbsup:
Thank you and the others who tried to help...finally Steam installed the pack. Only had five minutes time but gave the 917K a lap at Spa... I have not looked at the other cars yet, but the 917K is a dream to drive !
Can't wait for tomorrow :geek:
 
I, of course, don't have actual pressure ranges for real GT3 tire, I just have been told, or read somewhere some time ago, the tire pressure for GT3 doesn't raise as much during driving. So that's why I'm curious if AC is correct.

10 psi cold to hot is high-ish but not that far either. Maybe you have read that pressure don't vary much from heating blanket pressure to running pressure?
 
Quoting Aris (formatted for easy reading):

IMHO, the cars feel more agile, move around more, bounce a bit more, need more inputs to go where you want them (subtle though) while still maintaining stability. Sometimes, at least for me, you feel some very special moments.

For example, for very short wheelbase cars with very small inertia, it can happen that the car will go sideway on brake/turn in, and you can keep it on that angle by just countersteering while still braking. It's like a go-kart. You don't have to let go the brakes and go on the gas, you find a balance between countersteering and just modulating the braking and the car stays on that almost "wild" angle. Very go kart feeling, very cool, but you lose a lot of time.

Other example, now you can go over low kerbs and you can feel the car getting more nervous. It's not that "snap" feeling you had before that you knew something was about to go bad in the physics. You feel somehow the tyres vibrating and the body bouncing and you know you must stay very alert but still maintain control.

Finally, another thing I like, is how small inertia, especially mid engined cars rotate mid turn, especially when you go on gas. It's not a slide rotation, you don't really feel the tyres slide, like drifting, it's a proper low inertia rotation, completely different feel. At the same time, it keeps a good stability. When you lose it, it's more nervous than before and makes you waste more time. On some cars you need proper fast hands reaction, especially on re-aligning.

Last but not least, some good 180°-360° spins can happen in a more natural way. We always had this feeling that something was "slowing" a spin at around 90°. We believe this is gone now, except when you have specific aerodynamic features that might provoke it, like vertical fins.

Keep in mind, all of this is subtle, some people might not feel it, some people might think I'm hyping, some people might think the opposite... those are just my personal impressions. Most devs and beta testers seem to agree with me, but the placebo is strong amongst us.
 

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