Assetto Corsa v1.5 Released

Paul Jeffrey

Premium
Assetto Corsa V1.5 Pitstops.jpg

Kunos Simulazioni have just made available the much anticipated version 1.5 of Assetto Corsa for Windows PC.


The new update is available to download now via the Steam network and contains a number of impressive improvements to both the visual and technical side of the title.

WATCH LIVE: First gameplay live on Twitch TV.

Version 1.5 brings some interesting and highly requested new features to the title, not least of which is the new pitstop functionalities allowing fuel and tyre changes as well as damage repair in both single and multiplayer environments. This is big news for racing fans and will no doubt add another layer of immersion to the racing title.

On the physics side of things all cars in game have now been upgraded to bring all vehicles in line and using the latest tyre model introduced recently allowing "more realistic load sensitivity, a variable grip curve after peak, closer performance level between compounds, a brand-new surface and core heating model as well as more realistic heating operation range."

Released alongside this new update is the second free bonus pack to be released for the sim which brings Black Cat County, a new fictional road course as well as 3 new cars in the form of the Corvette C7 Stingray, Ford Mustang and Fiat Abarth 595.

Full Changelog for Assetto Corsa v1.5:
  • New Abarth 595esseesse and S1, S2 upgrades
  • New Ford Mustang GT 2015
  • New Corvette C7 Stingray
  • New Black Cat County track
  • Nurburgring gp circuit updated
  • Nurburgring gp circuit now with 4 layouts
  • Silverstone circuit updated
  • Monza circuit updated
  • Spa circuit updated
  • Nurburgring Nordschleife circuit updated
  • Nurburgring Nordschleife endurance cup layout added
  • Mugello circuit updated
  • Magione circuit updated
  • Imola circuit updated
  • Drift circuit updated
  • Vallelunga circuit updated
  • Vallelunga classic layout added
  • Vallelunga circuit (all layouts) now has 24 car slots
  • Activated time progression in Multiplayer
  • All cars updated to Tyre Model 7
  • Pitstop are now available in single player races
  • Damage is now visible in Multiplayer mode for remote cars
  • Launcher: steam overlay support disabled due to stability issues
  • Launcher: re-instated multi-process mode for CEF due to stability issues
  • Launcher: changes to memory usage policy, more aggressive memory releasing thresholds
  • Fixed Lamborghini Miura gearbox damage
  • Updated drivetrain upshift and downshift timings for all cars
  • F6 inside cameras use internal sounds
  • Free camera now honours distance multiplier for sound attenuation
  • Of all Drivable cameras only Cockpit uses internal sounds
  • Transmission sound can have its own volume (by default it shares engine volume, otherwise it uses the TRANSMISSION value set in audio.ini)
  • Gearshift sound shares engine volume
  • Backfire sound shares engine volume
  • Fixed car sound when bottoming out
  • Realtime app shows lapped guys (blue) and lapping guys (green)
  • Fixed FuelLapEvaluation function
  • Fixed fuel consumption on turbo engines
  • Fixed inconsistency on UI tech specs
  • Modding : added FormCamera functionality to associate internal/external soundset
  • Modding : added console commands "observeLights" and "observeFlames" (work as observeDigital); EDIT_MODE is deprecated
  • Modding : added Digital Instrument KERS_CHARGE (percentage)
  • Modding : added Digital Instrument TOTAL_LAPS (if session is not race then "---")
  • Modding : added Digital Instrument CURRENT_LAP
  • Modding : added Digital Instrument EST_LAPS (if est is less than 0 then "--.-")
  • Modding : added Digital Instrument AMBIENT_TEMP
  • Modding : added Digital Instrument FUEL_CONS (UNITS: MPG_UK, MPG_US, L100 or "Kms per Liter" if missing)
  • Modding : added Digital Instrument PLACE_HOLDER to avoid fixed digits on texture (use TEXT)
  • Modding : added ON_BOARD_LOOKBACK_OFFSET in car.ini
  • All tyres now use V7 with brand new heating values (beta: except Exos F1 tyres yet)
  • All tyres now use V7 with brand new falloff level and speed (beta: except Exos F1 tyres yet)
  • Changed all tyres flex and pressure relation.
  • Changed all tyres footprint and pressure relation
  • Modified global aero efficiency with yaw angle. Works on all cars
  • Added new aero.ini version=3 with new YAW_CL_GAIN values that can stall wings depending on yaw angle
  • Yaw angle stalling wings and diffusers for GT2/GT3 cars and Mercedes C9 and Lotus 98T
  • All GT2/GT3 cars now have minimum height 55mm
  • 200,400,500,1000,2000 meters drag circuits now available
  • Modding : ksPreviewBuilder added to sdk/dev folder
  • Python Interface:
    • initFont(fontfamily, italic, bold)
    • setCustomFont(fontfamily, italic, bold)
    • getCameraMode()
    • setCameraMode(acsys.CM)
    • getCameraCarCount(carId)
    • setCameraCar(F6 camera index, carId)
    • focusCar(carId)
    • getFocusedCar()
    • getServerName()
    • getServerIP()
    • getServerHttpPort()
    • getServerSlotsCount()
    • isCarInPitline(carId)
    • isCarInPit(carId)
    • isConnected(carId)
    • getCarBallast(carId)
    • getCarState(carId)
    • eKersCharge
    • eKersInput
  • totally revamped backfire system (will not break mods)
  • added new F1 "dash camera" and "Chase camera #2"
  • CameraManager : fixed issue globalCameraIndex
  • Fixed Camera selection on Replay Interface
  • Fixed CameraApp to reflect Dash and Chase changes
  • Fixed Camera system messages
  • Fixed Random camera wrong cameras + message
  • added CameraOnBoard offset to avoid car parts on view
  • added new driver model with lod
  • added Fuel Lut to solve issues with several cars gauges
  • SharedMemory : added new members
  • SPageFilePhysics
    • float turboBoost = 0;
    • float ballast = 0;
    • float airDensity = 0;
  • SPageFileGraphic
    • int isInPitLine = 0;
    • float surfaceGrip = 0;
  • SPageFileStatic
    • float maxTurboBoost = 0;
    • float airTemp = 0;
    • float roadTemp = 0;
    • bool penaltiesEnabled = false;
    • float aidFuelRate = 0;
    • float aidTireRate = 0;
    • float aidMechanicalDamage = 0;
    • bool aidAllowTyreBlankets = false;
    • float aidStability = 0;
    • bool aidAutoClutch = false;
    • bool aidAutoBlip = false;
  • fixed several cars still featuring dashboard "floating" digits
  • fixed car scraping volume
  • added first implementation of Force Feedback Post Processing (docs in cfg/ff_post_process.ini)
  • improved camber calculations
  • improved tyre heating on low friction surfaces (grass,sand etc)
  • added new "Tyres" app
  • Server lap counters and lap times are now 16 bit unsigned ints allowing super long sessions/races
  • Ford GT40 fuel tank position fixed
  • revamp of all digital displays and script
  • revamp of analogue gauges
  • Lamborghini Huracan GT3 3D model tweaks
  • Lotus Exige S model tweaks
  • Various LOD fixes across the entire vehicle content
  • BMW M3 GT2 3D model tweaks
  • Roof on the LaFerrari is now customizeable
  • Emissive values tweaked on some cars to improve visibility with PP off
  • Various skin issues fixed
  • PP preset improvements
  • Improved AI behavior in traffic
Don't forget to check out our RaceDepartment Assetto Corsa forum for all latest news and discussion.

Our Racing Club offers daily quality racing across a selection of cars and tracks within the sim.

Have you tried the new update yet? How do you find the new cars? Enjoying v1.5? Let us know in the comments section below!
 
Already in 1.5.5. Do these guys do anything else than work?!?

1.5.5
- MODDING: BRAKE_POWER_MULT setup option is now correctly expressed in % and can be used for modded content
- Fixed typo on Lotus 98T soft compound slipangle value
- Fixed Lotus 98T engine limiter sound for higher rev limiter than default
- Fixed bad naming on Lotus Exos S1 medium and hard heat curves
- Modified Drift cars steering lock.
- Bugfixing and optimization on Imola, Silverstone, Vallelunga, Spa, Black Cat County circuits
- Improved smoothness of AI driving style
- Improved collisions in multiplayer

- Improved AI fuel planning strategies
- Fixed tatuusfa1 at vallelunga hardcoded achievement
- Added bonnet and bumper internal/external sound switch on Volume App

1.5.4
- Fixed motion blur on F6 cameras
- Added support for fahrenheit readings in Tyres App. (set system/cfg/tyres_app.ini [OPTIONS] USE_FAHRENHEIT=1)
- Fixed Corvette C7 Stingray Throttle response and Engine output on low revs
- Some Balance of Performance for Ferrari 458 GT2, more might needed
- BMW GT2 and C7R now have Traction control available with different levels as the 458 GT2.
Obviously can be disabled by server.
- Steering geometry improved for drift cars as well some small details here and there.
- Fixed Ferrari LaFerrari and McLaren P1 Kers exceeding engine revlimiter
- slick tyre texture bug fixed on various racing cars
- low-res skin previews fixed

1.5.3
- Fixed Barcelona requiring wrong DLC to start
- Lotus Evora S and S2 model and digital script updated
- Lotus Evora GTE and GTE Carbon model and digital script updated
- Ferrari 458GT2 model, lights and digital script updated
- BMW M4 dash light tweaked
- Abarth 595 (stock, S1, S2) dash light tweaked
- added template 2016_driver in dev
- added old driver model in sdk/dev/content/old_v1.4_driver

1.5.2
- Fixed car reset to pits in wrong way happening even with penalities off
- Fixed crash on 32bit version when using TyreApp
- Fixed track map for Nordschleife Endurance Cup
- Possible fix for audio related crash in Brands Hatch and Silverstone

1.5.1
- Fixed wrong export on Spa
 
About that shakiness of the camera's. ...that can be easily edited out in some cfg file. It was getting on my nerves too. I just forgot which one and I am on my Smartphone now but someone in here sure knows or I will have a look today. If you look at my Sky Speed View camera sets for Spa and Ie Mans in the misc resources tread, you will notice no wobbling cam movement at all just steady like on a tripod.

you ment this cfg ?

Code:
[CAMERA_SETTINGS]
DISTANCE_SCALE=20
UPWARD_OFFSET=0.5
CAMERA_WOBBLING_SPEED=0.000
CAMERA_WOBBLING_STRENGTH=0.00

no, that's not it. I even deactivated motionblur to test if that's the cause, but na, still has that weird shakeiness, especially on Nordschleife-Cams....best example is TV1 @ Flugplatz/Schwedenkreutz (best seen@slowmotion speed). The whole background has some shakeiness.

Any other ideas how to solve (or what's causing it?) ?!
 
you ment this cfg ?

Code:
[CAMERA_SETTINGS]
DISTANCE_SCALE=20
UPWARD_OFFSET=0.5
CAMERA_WOBBLING_SPEED=0.000
CAMERA_WOBBLING_STRENGTH=0.00

no, that's not it. I even deactivated motionblur to test if that's the cause, but na, still has that weird shakeiness, especially on Nordschleife-Cams....best example is TV1 @ Flugplatz/Schwedenkreutz (best seen@slowmotion speed). The whole background has some shakeiness.

Any other ideas how to solve (or what's causing it?) ?!
Nope, but I have my upward_offset value set to 0, and distance scale to 10. Think that just might be it, otherwise no clue.
 
yep tested a lot today and MP collisions are realy good!
also if you have g27 change assetto.ini ff_skip_steps=0 to get 333hz ffb precision.
idk why but i had forgot to do that since ff skip implementation, and its very nice, camber changes and bumps feel are all improoved
 
Akis FFB tweak (LUT Generator) + Ebisu Higashi track + road cars + AC 1.5 = BLISS! :cool:

Drove different BMW's against the AI and enjoyed it a lot. This combo is fantastic. Track is short but fast, technical and flowy. If you havent tested this combo - do it. ;)

LUT Generator (more pure FFB): http://www.racedepartment.com/downloads/lut-generator-for-ac.9740/

Ebisu Hagashi (track): I dont know whats up with this, but it was here on RD before. You can find it online, but i wont link it since i dont want to upset anyone.
 
Nope, but I have my upward_offset value set to 0, and distance scale to 10. Think that just might be it, otherwise no clue.

na, i tested now with AA off, Vsync Off, MotionBlur off, Antistropic off, PostProcessing off..... the shakiness is more like a jitter. Since it's especially good to see at the long-straight on flugplatz heading to schwedenkreutz, it must be related to some distance, i guess.

That distant-scale value, just figured out, has something to do with the (ambient)-sound. 0=no sound at all (tv-cam).

Well :confused:
 

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