Assetto Corsa v1.5 Released

Paul Jeffrey

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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!
 
I have not tried fixed fps, it was not a problem before. Now with the fps app, the two lines are constant and there are no hiccups. On Monza pre 1.5 i was holding 90+ fps average with ppf now its lower at around 80 fps.

Please elaborate on the documents thing @Radu Oros
"Now with the fps app, the two lines are constant and there are no hiccups." This means the micro stutters are fixed?
The documents thing is if you want to reset the whole profile and menu settings, you rename the assetto corsa folder and next time you launch the main menu, a new folder is created with defaults. And then you'll need to readjust your controllers, video settings, and the other general things, including the assists preset.
 
Initial opinion is carefully positive. I did try very few cars but couple of things I found positive.

First of all combined grip was nice. I tried driving the ktm and trail braking felt like it was more challenging to pull off and more realistic. In last version you could brake really really hard really deep into the corners and then get amazing corner exit just by jamming the throttle pedal to the floor and sliding the car out. Now the yaw angles tend to be smaller but it is still super easy to not spin or make mistake. It could have been just a different brake bias but to me it felt that the front washed out if you tried to brake and turn too much at the same time. In 1.4 the tires had insane amounts of grip when you had lots of combined sliding going on both directions.

That being said I found it very nice that I got a tank slapper in the new fiat. In 1.4 the way the tires regained grip was so smooth that tank slappers were practically impossible if you knew how to drive (most people don't). I haven't had decent tank slapper in ac for ages and it is nice that there is now little bit of challenge in catching slides. Still quite a way to go although I like the new parameters that should allow modders more control over the tires. Even though that part of the tires will most likely stay unexplained until some of the more knowledgeable modders cracks open the acd files and figures out the equations.

The new corvette was nice although the mustang was a bit disappointing. Kinda easy and extremely forgiving. Positive is that it is one of the few cars where you can clearly feel the tires flexing. Probably combination of lots of mass and tires with relatively high sidewalls compared to other cars. But still very nice.

They made it a lot easier to keep tires in the optimal temperature range due to user complaints, get what you ask for I suppose...

I have not tried many cars yet but in 1.4 in some cars in ac it was impossible to even get close to optimal temps even if you were driving like crazy. The tire heat (probably just the numbers used, not the model itself) in 1.4 was really bad.
 
"Now with the fps app, the two lines are constant and there are no hiccups." This means the micro stutters are fixed?
The documents thing is if you want to reset the whole profile and menu settings, you rename the assetto corsa folder and next time you launch the main menu, a new folder is created with defaults. And then you'll need to readjust your controllers, video settings, and the other general things, including the assists preset.

The graph showed that while i was getting the stutters, tried it with the fps limit and still nothing same as before. Ugh.
 
The graph showed that while i was getting the stutters, tried it with the fps limit and still nothing same as before. Ugh.
See if low smoke and lower world detail (medium or high instead of max) help. Then low or medium shadows. And check if too high reflections isn't set. And fxaa or heat shimmering could contribute to it too, or depends on the type of pp filter.
Other than that, you could try an integrity check for the files, steam library-game properties-local files tab. This will reset to default any files edited in the installation folder, but won't touch anything from the documents folder.
 
See if low smoke and lower world detail (medium or high instead of max) help. Then low or medium shadows. And check if too high reflections isn't set. And fxaa or heat shimmering could contribute to it too, or depends on the type of pp filter.
Other than that, you could try an integrity check for the files, steam library-game properties-local files tab. This will reset to default any files edited in the installation folder, but won't touch anything from the documents folder.

I did all that, integrity, changed some AA settings had it at 16x before (GTX970 i54430 16gb 1666 ram) and never had an issue. I restarted the problem is gone for now. However, I'm down in fps by about ten on Monza, the new lighting effects might be why.

On a driving not, the cars are faster, but are way more alive at the limit. Huracan can now reach real life times, maybe even a bit beyond at Monza that is.

Track side objects although I've never paid attention, now in the background, they add immersion. There's new shading I feel in the game which adds a splash of color that also makes things look new. Backfires are improved, no more cross hair bs looking ones, they are proper. Sounds are way better, thank the mods for that one. Overall very happy with the new patch, from a racer point of view this is very welcome. #backtoAC
 
Well I'll be honest yours is one opinion I'd trust on a matter like this, but given the cars I've set up in motec I still don't feel it's right, but I am open to being proven wrong :)

there should be more rebound forces than bump forces in i dare say 99.9% of cases in race cars.

just think about what the compression stroke controls and what the rebound stroke controls and you'll come to grips quickly (har har ;) ) why that is the case.
 
Initial opinion is carefully positive. I did try very few cars but couple of things I found positive.

It could have been just a different brake bias but to me it felt that the front washed out if you tried to brake and turn too much at the same time. In 1.4 the tires had insane amounts of grip when you had lots of combined sliding going on both directions.

I have not tried many cars yet but in 1.4 in some cars in ac it was impossible to even get close to optimal temps even if you were driving like crazy. The tire heat (probably just the numbers used, not the model itself) in 1.4 was really bad.

I felt the same about the tyres, maybe it is due to the setup that was completely messed up, even so, I think the tyre behavior is much better overall and I can definitely feel the car much more. Going through the kerbs at Imola, I could also feel a diference in the tyre flexing, having to soften the dampers much more in order to avoid bouncing. Also, the temperature evolution of the tyre seems to be much better, much more manageable than before and depending on track temperatures it may be a decisive factor in tyre choice for longer racings.

About the sounds, I think it has been a great evolution compared with what we had before, however still nothing out of this world.
 
They run high bump at the front to generate extra tire temperature....at the rear they're typically more or less equal.

i've yet to see tire temps reacting to damping; and this is while i'm looking at the suspension app live as i'm driving for the tires.

so THAT part they still haven't figured out. keep trying to build temps on the unloaded side to bring it back in balance and it's not happening yet.
 

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