Assetto Corsa Updated, Audi & Highlands Released

Paul Jeffrey

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AC Audi 2.jpg

Kunos Simulazioni deploy build update 1.12 and add new free content in the form of the fictional Highlands track and the venerable Audi Sport Quattro S1 E2.

Today Kunos Simulazioni have deployed a substantial update to the PC version of Assetto Corsa, bringing a vast quantity of fixes and enhancements to the game as well as adding the recently teased Highlands track and the mighty Group B Audi Sport Quattro S1 E2 as free additions for the title.

Build 1.12 is one of the more substantial updates for Assetto Corsa in recent months and has a number of impressive highlights, not least of which is the update to the latest V10 tyres for all remaining cars not currently sporting the new technology. This is an improvement not to be underestimated as many seriously enjoyable cars have now been given the V10 treatment, something I've personally been waiting on for a quite some time.

Other notable highlights from today's update include the new inclusion of brake fade on the many vintage vehicles found in the game, a cryptic update to "cars handling and chassis balance and inertia" across all the cars in the sim and improved tyre wear and tyre graining algorithms, which now take into account the load operation for each and should make a significant difference to the way tyres behave under racing conditions.

In terms of the free content included in the build 1.12 update, players of the PC version of Assetto Corsa can now lay their hands on a brand new fictional race track and an incredibly successful rally car from back in the era when danger was all part of the spectacle of Group B rally.


From the release notes:

AUDI QUATTRO S1 E2
Introduced back in 1984, the Audi Sport quattro S1 E2 revolutionized rallying. Just like the other manufacturers, Audi used the lenient homologation requirements to create a new rally car. All the car maker needed for homologation was a production run of a mere 200 cars.
Blomqvist's spectacular, sideways driving style suited the Sport quattro perfectly. By flicking the tail out, the Swede overcame the natural understeer of the nose-heavy Audi. He won five of the twelve rounds and was crowned the 1984 World Champion. Mikkola and Roehrl also won a round, which was enough to clinch the constructor's trophy.

HIGHLANDS LAYOUTS

Highlands - The original layout, 8152 meters long, filled with fast flowing path with curves and several jumps.

Highlands Long - An extension of the original layout, 12191 meters long and has all the characteristics of the original layout. This layout features some slower curves, a fast series of left and right turns, after a passage between rocks and the distinctive 3km long "Cabhag straight"

Highlands Drift - A configuration born to create long powerslides with supercars and hypercars. At 5167 meters long, this layout features long, flat and smooth curves, perfect for holding a constant power slide. The "tower lùb", guards the surroundings at the top of the hill.

Highlands Short - The shortest configuration, only 1714 meters, but based entirely inside the city. Incredibly intense and requires the concentration of a pro.

All four layouts share the same starting positions and pit lane, as well as the first corner and final 2 corners


Build 1.12 Update Notes

  • WARNING: this update resets assetto_corsa.ini, we advise to check values for gyro, free camera etc
  • New Audi Sport quattro S1 E2 group B rally car
  • New Highlands track in four layouts
  • Removed on screen Fuel Indicator for cars except the player's one
  • Fixed Setup Tab sorting
  • Added online Timed Races (with and without additional lap)
  • Added online ResultScreen time
  • Tweaked all the system apps regarding Timed Races
  • Fixed online pit crew locations
  • Added pressure meter color on Tire App (based on compound ideal pressure)
  • Updated minimum pressures and optimum pressures for various cars
  • New v10 tyre wear algorithms more sensitive to load for all cars
  • Graining is now reducing when driving in good temperature conditions
  • New and updated V10 street, semislick, vintage, and race slicks tyres for all cars. A total of 151 cars updated.
  • Updates for cars that already had V10 tyres as well.
  • Updated chassis balance and inertias for all 151 available cars.
  • Updated engine coast braking for street cars
  • Updated antiroll bars for Porsche 911 GT3 Cup car as per suggestion of Porsche that asymmetrical antiroll bar settings are not advised, so now settings are back to 7 in setup screen.
  • Updated rear wing aero for Porsche 911 GT3 Cup to allow for lower rear wing at high speed tracks like Monza
  • Added rear vertical fin for Lotus 98T
  • Updated Brake temp for:
Shelby Cobra
Lamborghini Miura
Alfa Romeo GTA
Abarth 595
Ford Escort RS
Ford GT40
Lotus 25
Lotus 49
Maserati 250F 6C and 12C
Lotus 72D
Ferrari 312T
Ferrari F40​
  • Fixed penalty detection
  • Online cut reporting (Throttle Cut disabling)
  • Added acServerManager 1.12.0
  • Added timed race management
  • Added result screen management
  • Track with 2 pits are allowed
  • Added option for online cut reporting (with Throttle Cut disabling)
  • Pitstop: Suspension repair will automatically fix body too
  • Added Tyre compound on race_out.json and server result
  • Fixed Gt3 AI crashing at Nordschleife
  • Added DigitalLed Tyre lock/slip script
  • implemented in the latest Porsche racing cars, GT3 Cup, GT3 R and 919 Hybrid 2016
  • Added Decimals to DigitalItem Fuel script
  • Added local velocity to Shared Memory
  • FF_SKIP_STEPS now defaults to 0. Wheels with problematic FF can have it set back to 1 if necessary
  • Added new
  • [FF_SKIP_STEPS]
  • VALUE=0
  • optional parameter in controls.ini
  • Added Fanatec leds support (system/cfg/fanatec.ini)
  • Added Pitstop to Qualify session
  • Tweaked confusing "Drive through penalty" message
  • Fixed Pitstop times for Porsche race cars
  • Tweaked M4 Akrapovic engine volume
  • Fixed Porsche 911 GT3 RS coast volume
Assetto Corsa is available now on PC, Xbox One and PlayStation 4

AC Audi.jpg
AC Highlands 2.jpg
AC Highlands.jpg
Assetto Corsa Audi Quattro.jpg


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 new update yet? What part of the update most excites you? What do you think of the Audi and Highlands? Let us know in the comments section below!
 
Last edited:
Found the settings in this very forum. I have the T300 and use those tweaks:

Open with notepad the assetto_corsa.ini in your steamapps/common/assettocorsa/system/cfg folder (make a backup first in case you don't like it and want to restore the original file).

Find the [FF_EXPERIMENTAL] entry and set it to this:

[FF_EXPERIMENTAL]
ENABLE_GYRO=1
DAMPER_MIN_LEVEL=0.01
DAMPER_GAIN=1.0


i am using the default profiler settings for the T300:

70, 100, 100, 0, 100, "by the game" (tried 80 overall strength, but my wheel can't handle it for longer times)

in game settings are:

100%, 0%, 2%, 15% (you can set the kerbs to 0 as well, you'll still feel them), 0%, 0%, no enhanced understeer effect
steering settings: 1, 0, 0

I also changed the FF skip steps from 1 to 0 (which doubled the detection frequency of the wheel), but this is no longer necessary since the newest update just set this to default.

Especially the .ini tweaks transform the wheel into something completely different. You will immediately feel that the wheel feels a lot heavier while standing or being slow, and having a lot more inertia. But since i use those i have soo much more control, always know what the car is doing, and with most cars can easily catch a drift, even the Formula cars, which was a mystery for me before.
Just try it out :) The experimental settings should work for any quality wheel, T300 upwards (heard about some problems with G27, DFGT, and alike)
Thanks for taking the time to make such a detailed reply!
Much appreciated, and I'll definitely try these settings on my (very similar) TX wheel.
 
Found the settings in this very forum. I have the T300 and use those tweaks:

Open with notepad the assetto_corsa.ini in your steamapps/common/assettocorsa/system/cfg folder (make a backup first in case you don't like it and want to restore the original file).

Find the [FF_EXPERIMENTAL] entry and set it to this:

[FF_EXPERIMENTAL]
ENABLE_GYRO=1
DAMPER_MIN_LEVEL=0.01
DAMPER_GAIN=1.0


i am using the default profiler settings for the T300:

70, 100, 100, 0, 100, "by the game" (tried 80 overall strength, but my wheel can't handle it for longer times)

in game settings are:

100%, 0%, 2%, 15% (you can set the kerbs to 0 as well, you'll still feel them), 0%, 0%, no enhanced understeer effect
steering settings: 1, 0, 0

I also changed the FF skip steps from 1 to 0 (which doubled the detection frequency of the wheel), but this is no longer necessary since the newest update just set this to default.

Especially the .ini tweaks transform the wheel into something completely different. You will immediately feel that the wheel feels a lot heavier while standing or being slow, and having a lot more inertia. But since i use those i have soo much more control, always know what the car is doing, and with most cars can easily catch a drift, even the Formula cars, which was a mystery for me before.
Just try it out :) The experimental settings should work for any quality wheel, T300 upwards (heard about some problems with G27, DFGT, and alike)
To me it's the complete opposite, using a T500. With gyro enabled, the wheel becomes sturdy and unresponsive, the front end information gets completely lost. I'm can't catch a slide for the sake of me.
The experimental gyro effect was originally introduced to help with OSW users experiencing occilations.
The consumer wheels are far to weak, and too slow at self aligning, to benefit from it imho.
 
To me it's the complete opposite, using a T500. With gyro enabled, the wheel becomes sturdy and unresponsive, the front end information gets completely lost. I'm can't catch a slide for the sake of me.
The experimental gyro effect was originally introduced to help with OSW users experiencing occilations.
The consumer wheels are far to weak, and too slow at self aligning, to benefit from it imho.
Sturdy yes, but unresponsive not at all, quite the opposite. It gets definitely way more inertia, what you probably call sturdy. In the beginning it was unfamiliar, but after little practise i got a lot more control, the FFB got a lot more Raceroom-like, which is very good IMO. I didn't like the lightness before, think it is pretty unrealistic compared to real cars....with a T300/TX you definitely benefit from it, i am far from the only one who feels like that. There are people in T300 threads (here and in AC Forums) feeling the same way, haven't seen anyone so far to state the opposite
 
Honestly guys, i don't know what do you feel different with FFB ? for me, AC's FFB has been the same since like 0.1 or so ...

Anyway, yesterday i was trying a car on AMS then i decided to check the new AC update with the same car ( 99% same physics), and AC's FFB nearly felt "bugged" to me ... i usually avoid these interdimensional trips, but it really blew me away (not in a good way).

Maybe i should check assetto_corsa.ini.
Week ago I intentionally installed AC 1.0 RC version to compare to V10 and inertia updates in 1.12
I was blown away how weird AC 1.0 RC felt and I couldn't wrap my head around how weird the cars drove and FFB felt. I couldn't make a clean lap in 1.0 because it felt "off" after I was accustomed to 1.12. I guess this is relative and related to what you are accustomed to. Driving high amount of hours in one sim and then switching to another usually feels weird to me (highly FFB related).
Comparing AC 1.12 and 1.0 showed more than subtle changes, personally I would say the difference is major. There have been many cumulative changes over the long period of time that could create an illusion that changes are very minor (considering that you drove AC thorough that period and constantly get accustomed to small changes).
 
Week ago I intentionally installed AC 1.0 RC version to compare to V10 and inertia updates in 1.12
I was blown away how weird AC 1.0 RC felt and I couldn't wrap my head around how weird the cars drove and FFB felt. I couldn't make a clean lap in 1.0 because it felt "off" after I was accustomed to 1.12. I guess this is relative and related to what you are accustomed to. Driving high amount of hours in one sim and then switching to another usually feels weird to me (highly FFB related).
Comparing AC 1.12 and 1.0 showed more than subtle changes, personally I would say the difference is major. There have been many cumulative changes over the long period of time that could create an illusion that changes are very minor (considering that you drove AC thorough that period and constantly get accustomed to small changes).

The point is that some people (if not the majority) seem to confuse FFB with physics.
 
Hello.

Let me explain the problem I encounter with the new update regarding my wheel and please share your thoughts or/and any solution to my problem. My wheel is a Fanatec CSR.

Unfortunately in assetto corsa you cannot change your wheel rotation/degrees in the game (like in AMS), but you must minimize assetto corsa, enter you fanatec profile and then you can choose your desired wheel rotation degree to match the real wheel rotation degree for any car. (For example Ferrari 312T has 420• degrees of rotation). So, previous the update, I did almost every time the same procedure when I wanted to drive a new car.

But with the new update installed, even if I changed the wheel degrees from Fanatec settings (for example 420•) I get always the same result, it locks at 800•, always!!

It is frustrating for me, because for example, in open wheel cars, where the wheel rotation degree is significant low, I cannot know physically when the wheel in game locks, and my hands traveling a lot more, exceeding the real lock of the car.

Despite the problem I don't have any problem regarding FFB. Feels more alive than ever!!


Thanks in advance.
 
Last edited:
Hello.

Let me explain the problem I encounter with the new update regarding my wheel and please share your thoughts or/and any solution to my problem. My wheel is a Fanatec CSR.

Unfortunately in assetto corsa you cannot change your wheel rotation/degrees in the game (like in AMS), but you must minimize assetto corsa, enter you fanatec profile and then you can choose your desired wheel rotation degree to match the real wheel rotation degree for any car. (For example Ferrari 312T has 420• degrees of rotation). So, previous the update, I did almost every time the same procedure when I wanted to drive a new car.

But with the new update installed, even if I changed the wheel degrees from Fanatec settings (for example 420•) I get always the same result, it locks at 800•, always!!

It is frustrating for me, because for example, in open wheel cars, where the wheel rotation degree is significant low, I cannot know physically when the wheel in game locks, because my hands travel a lot more exceeding the real lock of the car.

Despite the problem I don't have any problem regarding FFB. Feels more alive than ever!!


Thanks in advance.
???
AC sets the DOR for each car automatically to the right value, just set your wheel to max DOR in the Fanatec software and be done with it. Works fine on my end.

And additionally you can enable soft lock in the game ini. But this one is not perfect, it bounces back at the rotation limit. But why use full lock in a formula car...
 
Hello.

Let me explain the problem I encounter with the new update regarding my wheel and please share your thoughts or/and any solution to my problem. My wheel is a Fanatec CSR.

Unfortunately in assetto corsa you cannot change your wheel rotation/degrees in the game (like in AMS), but you must minimize assetto corsa, enter you fanatec profile and then you can choose your desired wheel rotation degree to match the real wheel rotation degree for any car. (For example Ferrari 312T has 420• degrees of rotation). So, previous the update, I did almost every time the same procedure when I wanted to drive a new car.

But with the new update installed, even if I changed the wheel degrees from Fanatec settings (for example 420•) I get always the same result, it locks at 800•, always!!

It is frustrating for me, because for example, in open wheel cars, where the wheel rotation degree is significant low, I cannot know physically when the wheel in game locks, and my hands traveling a lot more, exceeding the real lock of the car.

Despite the problem I don't have any problem regarding FFB. Feels more alive than ever!!


Thanks in advance.

Don't you have the on-wheel adjustment controls that most Fanatec wheels have? Set SENS to AUT and the game will determine the DOR automatically for you.
 
But I don't use full lock. To really "get" the DOR of any car, in assetto corsa, I do the following... For example let's choose the Ferrari 312T. In game, i visually calculate the rotation of the hands of the driver, and then I switch to fanatec profiler putting the exact DOR i am seeing from the hands driver. For Ferrari 312T is 420•. With this way I have a match between DOR of the car and my fanatec wheel.

Maybe this is all wrong but I didn't find any other way to do it!
 
But I don't use full lock. To really "get" the DOR of any car, in assetto corsa, I do the following... For example let's choose the Ferrari 312T. In game, i visually calculate the rotation of the hands of the driver, and then I switch to fanatec profiler putting the exact DOR i am seeing from the hands driver. For Ferrari 312T is 420•. With this way I have a match between DOR of the car and my fanatec wheel.

Maybe this is all wrong but I didn't find any other way to do it!
In Assetto Corsa when you set your wheel to 1080 degree in your wheel profiler, and in the game options, the DOR of every car is right out of the box, you don't have to change anything. When you take an old road car, you have full rotation (on screen and on your real wheel), and when you have a formula car you have 360° rotation (on screen and on your real wheel). Wheel always aligns perfect, up to 1180°. I don't see your problem.
Only thing you have to take care of, is that your profiler and your in-game options have the same degree set. I'd always max this out, then you don't have to change anything ever again.
 

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