Assetto Corsa Red Pack released and game updated to v1.7

Paul Jeffrey

Premium
Kunos Simulazioni have released version 1.7 of Assetto Corsa, available to download now via the Steam network.

Coming with a variety of updates and improvements, including the ability to jump the lights at race start and brake temperature simulation on a selection of vehicles, the new update brings a healthy amount of new and exciting features and fixes for the popular racing simulation. With a vast majority of cars already in game benefiting from version 7 tyre technology, the team over at Kunos have again stretched their understanding of the simulation values associated with the rubber on the road and brought what is claimed to be significant updates to a few of the 'Red Pack' DLC cars that have moved on to the new version 10 iteration of tyre in game. Kunos have stated that the new tyre version -

"introduces improvements of the current v7 tyre model, with tyre temperatures being more sensitive to initial tyre pressures, improvements in the realigning force and more. Furthermore, as an additional proof of KUNOS commitment to realistic physics, we introduce the new tyre model v10 for some of the new RedPack cars. The new tyre model follows the handling philosophy of KUNOS and offers a very similar driving feel, but at the same time is a complete rewrite that permits us to validate much better our results with real life data, hence the jump from v7 to v10"

Version 10 tyres will eventually be rolled out to all official cars within the game at a similar time to when the studio bring brake temperatures to more than a handful of cars contained within the 'Red Pack' DLC release, including more features like air ducts and pads to be implemented at a later date.

Sizable in its scope, the new update also includes the unlocking of the latest DLC offering from the Italian studio, the much anticipated 'Red Pack'. Featuring eight vehicles (listed below) and a laser scanned version of the RedBull Ring in Austria, the new DLC download brings modern Formula One machinery to the sim for the first time. The 2015 vintage Ferrari SF15-T comes complete with simulation values added for all the modern power pack technology associated with recent Grand Prix cars, such as the MGU-K, MGU-H, ICE with variable Turbo, Batteries charging and energy deployment. Physics features commands are now configurable on keyboard and controllers.
Relevant features like Traction Control, ABS, Turbo, MGU-K, MGU-H, Engine brake etc, can be configured on the gaming device, and on the keyboard.

All in all, exciting times for fans of Assetto Corsa!

REDPACK DLC – List of Contents

Track
Circuit of RedBull Ring – GP / NATIONAL version

Cars
  • Ferrari SF15-T
  • Ferrari F138
  • Ferrari 488 GT3
  • Maserati 250F 6C
  • Maserati 250F 12C
  • Maserati GranTurismo GT4
  • Maserati Levante S
  • Lamborghini Aventador SuperVeloce
Assetto Corsa Red Pack DLC.jpg

Assetto Corsa 1.7 Changelog
  • Added Red Bull Ring track (Red Pack DLC)
  • Added Ferrari SF15-T (Red Pack DLC)
  • Added Ferrari F138 (Red Pack DLC)
  • Added Ferrari 488 GT3 (Red Pack DLC)
  • Added Lamborghini Aventador SC (Red Pack DLC)
  • Added Maserati GranTurismo MC GT4 (Red Pack DLC)
  • Added Maserati 250F 6 cylinder (Red Pack DLC)
  • Added Maserati 250F 12 cylinder (Red Pack DLC)
  • Added Maserati Levante S
  • Performance Delta App: Added instant velocity difference bar
  • Realtime App: Added road/ambient temperatures and grip
  • Fixed system messages when ABS and TC are not available
  • Added loading/saving system for fixed setup sessions
  • Added audio device selector on Audio App. If saved device is not there, main device will be used
  • Added volume ramp function to overcome issues with logitech headphone drivers
  • Added Precision slider in Photo App
  • Added missing icons on replay interface
  • Added QUANTITY_MULT in system/cfg/skidmarks.ini
  • Fixed RX-7 Tuned turbo sound behavior
  • Fixed Alfa 155 mixing route for external sounds
  • Fixed Ferrari F40 low-pass filter and some events volume
  • Balanced exterior volume for all the cars
  • New Bmw M3 e92 external sounds
  • Added brake disc temperature simulation to (Ferrari 488 GT3, Maserati GranTurismo MC GT4,Maserati Levante)
  • New Drivemotive Drifting School livery for BMW M3 e92 drift and S1 variants
  • Tyre pressure now influences temperature spread and build up
  • Added dynamic controller for EBB (electronic brake balance). Use file ctrl_ebb.ini for the controller.
  • Added daylight function on "lights" script
  • Added multiple turbo analogue instruments management
  • Added server hints on RaceControl screen
  • Added TC, ABS, Turbo keys to controller interface (both up and down)
  • now TC and ABS can be cycled back through CTRL + SHIFT
  • Added Flashing lights
  • Showroom: Added video editing camera controls
  • Showroom: Added car lights trigger as script "SHOWROOM""LOAD_LIGHTS" (previews are made without car lights)
  • Showroom: Added support for extra animations (extra_animations.ini). Numkey_6
  • Added blinking light system
  • Fixed Volume App not saving bumper audio
  • Added jump start
  • Added penalty for "ESC to pits" during race
  • Fixed some car/track combination resetting to pits at the start of HotLap sessions
  • Improved remote cars movements over curbs
  • AI is not making brake mistakes for cars that have ABS available
  • Different level of engine brake are now selectable by the users on cars that offer the option (Ctrl+E)
  • Added graphics smoothing for rigid bodies coming from physics
  • Onboard brake bias now follows same limits in the FRONT_BIAS section in setup.ini
  • Red lines and indications for gear change in the GUI are now considering damage rpms as well as limiters
  • Laps completed indications in the GUI during races now refer to "leader completed laps" and not player completed laps
  • Performance Delta app is now using spline position for calculation instead of distance calculated from car speed (less realistic but much more precise)
  • New camera view at start, showing car instead of track
  • New AI algorithms for race craft
  • AI drivers are now much more variable in performance during a single lap and during a session
  • "Lights on/off" is now a status of a car instead of a switch and gets replicated over the network properly
  • Tyre radius is now also a function of tyre angular velocity
  • Fixed self align torque going to negative values too early
  • New Tyre Model V10 for selected cars
  • Additional general bugfixing on car graphics and some improvements to lods across the entire vehicle content
  • 3D improvements on the Nissan R34 Skyline
  • 3D improvements on the Nissan 370Z Nismo
  • 3D improvements on the Ferrari LaFerrari
  • General bugfixes in several tracks
  • New clouds textures
  • Improved PPeffects
  • Improved Weathers
  • Fixed GUI not showing on Oculus with PP off and AA on
  • Added the possibility to launch sim directly. Add section [AUTOSPAWN] ACTIVE=1 to race.ini then start AssettoCorsa.exe
  • Added experimental Bandwidth Optimizer to acServer
Check out the Assetto Corsa sub forum for more news items right here at RaceDepartment. We have a number of thread topics to engage with your fellow community members, we host a high volume of mods and addons as well as our new Modding Discussion forum, a place where modders can discuss the many aspects involved in creating cars, tracks and skins for Assetto Corsa.

With our new Mazda MX-5 Cup league starting this Sunday, why not head over to our Assetto Corsa Racing Club forum to check out our regular club racing events and leagues? Our club races are designed for drivers of all skills and experience using a wide variety of content available for the sim. Head on over and take a look!

AC Ferrari .jpg AC Aventador.jpg AC Ferrari F1.jpg AC RedBull Ring.jpg

The update is here and so much to discuss! Do you like the v10 tyres? Enjoying the 'Red Pack'? What is your favorite new car? Discuss below!
 
Heh, apparently you cannot have the SF-15T on the track with other cars. Of course Ferrari have to be exclusionist dicks with ridiculous clauses even in racing sims otherwise they can't sleep at night... not that it has anything to race against anyway but I wonder what would happen if Kunos brought out another F1 car from 2015...
 
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At ac forums someone posted link to

Vettel Q2 lap onboard which happened to be the fastest lap for Sf15T faster than the Q3 lap. (1:23.577)

With no traffic or tow.
DRS open 8th gear Seb is doing 345 km/h 8th gear and doing just barely above 12,000RPM before turn 1.

Shifting is all in low 12,000RPM range.

At 295 km/h Seb shifts into 8th gear.

edit: here is link to the lap from ac forums
http://www.mediafire.com/download/5hvhz9j01i6e7w6/F1+2015+Monza+Q2+Sebastian+Vettel+OnBoard.mp4
 
Drove the 250F, GT4 and 488 GT3 so far and liking it. The cars feel more alive and responsive somehow. Having trouble keeping the 250F in a straight line anywhere but the brakes seem much better than I was expecting. AI seems a bit more natural and random but still doing dumb things like braking on corner exit which is an immersion breaker.

Worth the money for me at least.
 
Heh, apparently you cannot have the SF-15T on the track with other cars apparently. Of course Ferrari have to be exclusionist dicks with ridiculous clauses even in racing sims otherwise they can't sleep at night... not that it has anything to race against anyway but I wonder what would happen if Kunos brought out another F1 car from 2015...
I don't know the real reason behind it, but my guess is F1 should race F1, not GT or roadcar or rallycar..
 
Honestly, i really appreciate the effort made by Kunos to improve ERS stuff, but the basics are not there at all ... i think that Kunos should stay away from open wheelers and racing cars in general, sorry to be harsh, but this is how i see things for now :)
 
i cannot load Spa and Silverstone and many other tracks!
anybody else ?
Just tried Spa, everything ok here. Nordschleife, Barcelona Moto, Red Bull and Mugello all worked fine, haven't tried other tracks.


Question about the Aventador:
Maybe it's just because I'm driving it after the 488 GT3, but the steering feels awkward. Around the center the first degrees of steering wheel rotation (sorry, don't know better terms for it) seem to have very little effect on the car and it feels like lots of understeer on turn-in and midcorner, also I have very little feeling for car movement and oversteer.

So, is this to be expected of a 4WD mid-engine car or am I too sensitive after the 488GT3?
 
Can't wait to test it tonight. Downloading.


Hate to be the one to bring this up, I have bought every DLC so far but
6 cars and rather boring track is now $10.99.
Meanwhile Nürburgring-Nordschleife and 10 cars is $10.99.
Where is the logic in that?

Plus the two Porsche DLC packs, Toyota/Audi LMP dlc/ some unnamed American track. This game has turned into iRacing pricing model.
I figured with their console release and 505 games...

<Mod edit>: Keep it civil.
 
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S15F-T gears seem to be all wrong and I'm not sure about the aero either, for now I'm unable to reach even 340 km/h on Monza while using DRS, lowest wings and highest mapping settings.
Vettel and Kimi too apparently :p
I don't know what's your problem guys.
Here's me, after 2 practice laps and a lazy exit from parabolica, at about 150 from first chicane.
All engine settings to default except the MGU-K mapping set to "Top Speed".
Just avoid overeving.
upload_2016-7-15_0-10-48.png
 
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I reached 340 with Hotlap mode, Engine Brake on 1, Recovery on 30%, rear wing at 4 and front wing at 7. Vettel in Q2 reached 346 for a millisecond, so the speed is quite right, the gear ratio is not.. But the most bad for me is that i can't make a 1.27 and Vettel drove in 23.5 :mad::mad::mad::(:(
 
Looks like it's not possible to shift at more than 10k without losing more than 20 km/h on the straights, yet real drivers shift at more than 12k on their qualifying laps and sometimes during the race without issues.

The F138 and SF15-T are simply alien. There's nothing to compare with in AC. When I was doing the development of the cars, in the first week I would often stop AC, go find an onboard real video on YouTube and double check the speeds, simply because they would seem unreal to me... and every time I was slower than real life. They are THAT fast!

Taking this words from Aris Vasilaskos it's just hard to believe that he double checked the speeds with onboard videos on YouTube like he claims and yet he misses something like this.
 
I reached 340 with Hotlap mode, Engine Brake on 1, Recovery on 30%, rear wing at 4 and front wing at 7. Vettel in Q2 reached 346 for a millisecond, so the speed is quite right, the gear ratio is not.. But the most bad for me is that i can't make a 1.27 and Vettel drove in 23.5 :mad::mad::mad::(:(
Because the car loses nearly 40% of its downforce between the highest and lowest settings .. as i stated many times, since 2014 the cars have been running nearly same level of downforce on most of the tracks, even on Monza, they just reduce it a bit, the only thing that really makes a difference is how ERS is set, on AC's version the car is treated like any other racing car i.e high wings much more downforce than low wings. Which is most likely wrong, because i remember Chris Horner saying that these new cars run on high downforce tracks nearly the same amount of downforce they used to run on Monza with previous cars.

All this shows the lack of understanding from the devs ...
 
Can't wait to test it tonight. Downloading.


Hate to be the one to bring this up, I have bought every DLC so far but
6 cars and rather boring track is now $10.99.
Meanwhile Nürburgring-Nordschleife and 10 cars is $10.99.
Where is the logic in that?

Plus the two Porsche DLC packs, Toyota/Audi LMP dlc/ some unnamed American track. This game has turned into iRacing pricing model.
I figured with their console release and 505 games...

In iRacing you would have paid more than $100 for this pack. Not sure what you´d expect? Kunos needs to make money. I found it too cheap for what it delivers.
 
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