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!
 
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?
The Aventador is a really heavy car for its speed, it does understeer because of it and it stops really slow too, I've always felt that the first degrees of steering rotation does nothing on road cars, seems fine to me.

Now, I think the 488 GT3 has a lot of understeer in mid corners when on throttle, but it does have really good sweet spots where in mid turns it really sticks to the ground compared to the other GT3's.
The Maserati GT4 sounds great, best sounding so far, brings back the sound memories of GTR2.

Also thanks to DShKM for gifting me the Red Pack:thumbsup:
 
Wich basics do you miss?

Driver swaps, false starts, real flag rules, safety car - the bare minimum, it's 2016 after all.
edit: ^ this is sarcasm

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.

You really think the car was developed based on YouTube clips? Not that they used real data, and he was simply providing an anecdote about how fast they were?
 
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Driver swaps, false starts, real flag rules, safety car - the bare minimum, it's 2016 after all.


You really think the car was developed based on YouTube clips? Not that they used real data, and he was simply providing an anecdote about how fast they were?
Driver swaps in AC make no sense to me.
False starts are in 1.7.
Be patient, it will evolve.
 
Did some runs in a few of the cars. Of course, started with the 488. @Blimey and I had similar issues with mid corner understeer. When going through Rauch (T4) and Wurth Curve (T5), the car understeers as soon as you get on the throttle. I adjusted the setup a bit but haven't dialed it. Still, I l love the overall feel of the car, and I could listen to the sound of the engine forever. :D

Tried the 250F with the V12. Holy crap, that thing is insane. First, the brake distances are insane, and the oversteer coming out of a corner makes it a lot of fun to drive. It's definitely going to be difficult to master, but it's a great addition.

The MC GT4 is a blast. It sounds awesome, looks awesome, handles great and will definitely be one of my favorites. I've always loved the GT4 class, so hopefully more of these, perhaps a 911 GT4 or Cayman GT4 is coming? :whistling:

Overall, it's looking like a great pack. The Ring is fantastic, and there's so much variety in the handling of each of the 7 cars, definitely worth the purchase.
 
I had a quick spin in the sf15 and f138
The sf15 is a work of art, the detail is amazing.
That steering wheel :inlove:
It is a different feeling driving it, i will have to spend time with this car.
The brake pedal feels different.
It takes more pressure to get to 100% pedal especially at lower speeds.

The f138 is on rails, after one lap i could really push the car and feel its limits.


Cant wait to test the rest tomorrow.:thumbsup:
 
Driver swaps, false starts, real flag rules, safety car - the bare minimum, it's 2016 after all.
edit: ^ this is sarcasm



You really think the car was developed based on YouTube clips? Not that they used real data, and he was simply providing an anecdote about how fast they were?
Just take a look at the tyres pressure, it's a total joke, i mean 32 PSI is a big joke ... you can easily find on internet what are the recommended pressures by pirelli for hot tyres :)
 
My man from Kunos says in almost every live stream that Assetto Corsa isn't an F1 sim. F1 2015 and Iracing have those racing features covered.. Having an F! car to drive and enjoy doesn't instantly transform AC into a "racing" title. For me, AC is a "driving" sim, with the emphasis here being on good physics and FFB not racing features.

In the last live stream I watched, the guys also talked about how manufacturers will ask them to remove certain aspects of the data as to not tip off competitors. So imagine trying to create an accurate virtual representation of a car while being unable to use all of the data....

I'm a fanboy of all the developers of sims who try their best to make these games as enjoyable as possible. At the end of the day, we're still taking about a game. I think some people need to keep that in mind instead of nit picking every little detail as if they are competing for a world championship. lol

Like I've said here before...if you want a real driving experience, go drive your own car around a track.
 
some people work their booty off for such a setup and then pay for a slightly higher priced virtual content. I bet you would complain if the gas price went up 2 dollars per litre :D
Fine, let's use GB's average price for Premium 98 fuel for example (1.3 euros), and an 80 liter fuel tank.
To normally fill that tank, it'd be 104 euros. If you raise that price by 2 dollars (1.8 euro), you'd pay 248 euros.... So you're saying that the pack being 5 dollars more than you'd hoped is the same as gas prices going up by 160 dollars per fill....right. I know obviously the principle is the same, but crying over 5 dollars is ridiculous...
 
  • Deleted member 130869

The value per price differs, there's no point people arguing about preference. This DLC is higher priced than others, whether or not the price is still justified varies by individual.
 
Just take a look at the tyres pressure, it's a total joke, i mean 32 PSI is a big joke ... you can easily find on internet what are the recommended pressures by pirelli for hot tyres :)
One can only wonder why someone would play a sim they think is soooo bad. Masochist or just... I wont say it. But yeah, one can only wonder. :rolleyes:
 
Have to say and admit when I am wrong but I am coming round to the charms of the SF15-T. It's a nice challenge managing all the systems. Running a long race distance will be very interesting.

I still feel it feels slightly numb compared to Reiza's work especially in the braking phase, not sure if that is realistic or not but I still feel this needs to be conveyed to the driver to give a more dynamic feel. The back end of the car just does not feel alive under braking bit too safe maybe? There is no feeling of a pendulum effect even with fairly modest brake balance settings. With the energy recovery systems I was under the impression this was more of a issue when the rear axel under rotates?

Anyway a decent effort and worth the money.
 
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Having an F! car to drive and enjoy doesn't instantly transform AC into a "racing" title. For me, AC is a "driving" sim, with the emphasis here being on good physics and FFB not racing features.
Taken from Assettocorsa.net:
ASSETTO CORSA YOUR RACING SIMULATOR
It's of course pointless nitpicking and we all know marketing has nothing to do with the actual product, but for the sake of having to call it something, let's use the official wording.

AC is just anotherone of modern games that take ages to be finished although they are officially already released. Battlefield took 4 game releases to finally address hit registration issues...
SMS openly admitted to don't care anymore about pCars and that you should buy pCars 2 for the features they didn't manage to put into pCars. (at least that's how i remember it being)

At least Kunos are still updating AC and constantly improving - That's what all the good sim creators do and let's just wait, maybe in 12 months it will have all the features you want.
Improved tire temperatures, improved AI,jumpstarts.... it's coming along quite nicely.
And if you don't want the content in the DLCs - don't buy, you still get the updates.
 
I still feel it feels slightly numb compared to Reiza's work especially in the braking phase, not sure if that is realistic or not but I still feel this needs to be conveyed to the driver to give a more dynamic feel.
I know exactly what you mean. There really seems to be a bit more feeling with the cars in AMS, they feel stiffer and less floaty than the race cars in AC.

Having said that, I primarily use AC when I want a bit of road car action since it has the best road cars in any sim and they feel way more natural than the race cars for some reason. :)
 
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 ...

Agreed, nowadays you see Monaco wings pretty much everywhere, but in AC there's a massive drag penalty.

Tires are also impossible to keep in their optimum (already higher than it should be) pressure range.
 

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