Assetto Corsa V1.9 & Porsche Vol.1 DLC Deployed

Paul Jeffrey

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Assetto Corsa Porsche Vol. 1 DLC e.jpg

Assetto Corsa has received a substantial updated today, bringing the simulation to version 1.9 and adding the new Porsche Panamera G2 Turbo as a free car, alongside the Porsche Volume One DLC package, the first of three such DLC's due to be added to the game before the end of the year.


Today's update is more than just simply adding the first Porsche DLC however, as can be seen by the sizable changelog listed below. Version 1.9 contains considerable updates to the audio environment in Assetto Corsa, with several lines of the changelog dedicated to improvements and optimizations regarding the usage of FMOD sounds within the sim. Luca Sodano, Kunos Sound Designer and one of the men responsible for the audio improvements in the new update, released this teaser video a few days ago to give players an idea of what is in store for them in the new update, and the improvements are considerable. Due to the sound update potentially breaking some third party mods, Kunos released the FMOD development kit last week, so keep an eye out in our downloads section for updates to current mods when they become available.

Assetto Corsa Porsche Vol. 1 DLC a.jpg

Other items contained within the change log that may prove interesting to online drivers is the Anti-Wrecker protection line, confirmed by Kunos to mean "it's a simple (optional, settable by the server) system that punishes users with a high ratio of collision/km during a race with a sequence of penalties up to server ban. It's designed to fight against obvious wreckers in public servers." It is very pleasing to see Kunos have acknowledged the issue around deliberate wreckers in public server environments, and it will be interesting to see how this first pass at automated policing of the issue fairs in a real server environment.

Assetto Corsa Porsche DLC 4.jpg


Other notable items from today's update include the update to GT3 cars, as now all vehicles in that classification benefit from the latest version 10 tyre technology and the PC debut of the official "Sparco" license in game, shown by the use of Sparco gloves when wheel and hands are enabled in game.

Version 1.9 Change Log:
  • New Porsche 991 Carrera S (Porsche Pack #1 DLC)
  • New Porsche 918 Spyder (Porsche Pack #1 DLC)
  • New Porsche 718 Cayman S (Porsche Pack #1 DLC)
  • New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
  • New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
  • New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
  • New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
  • New Porsche Panamera G2 Turbo
  • Added session time/laps on the top of the screen (laps are the leader ones)
  • Now race is over when the car complete its lap and the leader has finished his last one
  • Added dynamic ARB
  • Fixed possible collision still active on race restart
  • Added ERS recharge digital display
  • Improved precision on all digital leds
  • GT3 cars use tire model v10.
  • Fixed TC sound distortion when triggered for the first time
  • New camber grip variation formula (Thank You Nao!)
  • Simplified DirectX 11 initialization
  • Added official "Sparco" license to Assetto Corsa
  • Added Ballast system through Ballast App (single player only)
  • Added new F9 vertical layouts
  • Added new driver + crew texture system
  • Added new personal driver texture
  • Fixed virtual mirrors rendered when not necessary
  • Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
  • Improved FFB App UI, so label is readable by VR users
  • Added multiplayer splits
  • Added Time Table leaderboard mode: this includes realtime splits and delta
  • Added Fmod optimizations
  • Added Anti-Wrecker protection
  • Fixed AI "flapping" DRS in traffic
  • Improved autoshifter
  • Improved laptimes board by adding splits and tyre compound
  • Fixed backfire animation freezing after session change
  • Fixed leaderboard history in multiplayer
  • Added voting spam protection
  • horizon locked view removed from Bumper camera
  • Delta App reviewed
  • Fixed possible flickering in case of engine stall
  • Added backfire animation to Zonda R
  • python new functions and members
  • getCarTyreCompound(carid)
  • Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation
  • Fmod updated to 1.08.12
  • Updated SDK for modders
  • Removed reverb snapshot in the Fmod project
  • General audio engine code cleaning and bug fixing
  • Vastly improved Fmod resource usage
  • Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
  • Fixed listener priority for cars in pits. They don't steal the priority anymore
  • Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
  • Overall volume balance
  • 7.1 surround should now work as expected (on all platforms
  • Fixed audio initialization pop when the session starts
  • Stereo imaging now works as expected
  • Fixed ambience sound affected by reverb zone
  • Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
  • Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
  • Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
  • Reworked surfaces audio curves
  • Reworked skids logic
  • Fixed skids positional soun
  • New exterior skids sound
  • Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
  • Reworked code management for traction control and limiter events
  • Tweaked wind and limiter sound emitter position in dashboard camera
  • Audio compressor on engine_ext event now works as expected when many cars are involved
  • Surfaces, crashes and skids are now properly audible in chase and track cameras
  • Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
  • Fixed load/coast smooth for AIs and multiplayer
  • Fixed transmission smooth and pitch for multiplayer opponents
  • Engine volume setting is now related to the player/focused car
  • When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
  • Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
  • Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
  • New dirt sound effects
  • New brake squeal for some "old" cars
  • Added audio fade when track camera changes
  • Added [VERSION] section in audio.ini
  • Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GU
  • Slightly modified gear grind sound
  • Fixed wrong listener position for track and car cameras in some situations
  • added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
  • added templates for Porche Vol. 1 cars
  • fixed excessive brake light brightness on Ford Mustang
  • minor graphics fixes on Triple Pack cars
  • [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
  • [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]

Assetto Corsa Porsche DLC.jpg

The Porsche Volume One DLC package contains seven new Porsche vehicles and retails for £5.99 via the Steam Store. All three Porsche DLC packages can be bundled together as part of the Porsche DLC Season Pass, offering a 28% saving over purchasing the three packs as seperate transactions.

Porsche Volume One DLC Contents
  • 911 Carrera S,
  • 935 Moby Dick
  • 918 Spyder
  • Cayman GT4 Clubsport
  • 718 Cayman S
  • 917/30
  • 911 Carrera RSR 3.0 1974
Assetto Corsa Porsche DLC 2.jpg


Assetto Corsa is available for Xbox One, PlayStation 4 and Windows PC now. Porsche Volume One DLC is available for PC with console to follow.

For more details on the upcoming Porsche DLC packs, check out our articles covering Volume Two and Volume Three.

The Assetto Corsa sub forum here at RaceDepartment is the place to go for the latest news and discussion regarding the simulation. We hold regular club and league racing events on our servers, open to premium members and suitable for all experience levels. Our downloads section hosts a number of mods for the game, and of course we have our Modding Discussion forum, a place where modders can discuss their W.I.P. projects and share modding advice. Head over to the Assetto Corsa sub forum and take a look!

Assetto Corsa Porsche Vol. 1 DLC b.jpg Assetto Corsa Porsche Vol. 1 DLC c.jpg Assetto Corsa Porsche Vol. 1 DLC d.jpg Assetto Corsa Porsche Vol. 1 DLC f.jpg

Have you tried out the new Assetto Corsa update? What do you think of the changes? Have you got the new Porsche pack? What are your first impressions? Let us know in the comments section below!
 
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Argh its sort of a bs, with this split dlc. Should have been two DLCs not 3
They list 7 cars in pack 1.
9 cars in pack 2, 2 or 3 are essentially duplicate, just different "tunes"
7 cars in pack 3, 3 of them are pretty much dupes.
Pack 3 is pretty much duplicate city. Usually one car would have 2 or 3 different configurations.

So in effect,
P1: 7 for 7 dollars
P2: 6 for 7 dollars
P3: 4 for 7 dollars
Total 17 cars. for 16 dollars as dlc. .

Ok, fair, but dont tell me pack 3 is a whole pack for 7 dollars.

PP3:

"Porsche 911 GT3 Cup 2017
Porsche 911 GT3 RSR 2017
Porsche 911 GT3 R 2015
Porsche 919 Hybrid 2016
Porsche 908 LH
Porsche 917 K
Porsche 911 R "

4 different cars huh... so you are saying a 911 road car is the same as a GTE race car? Ya know, since the 919, 917k and 908 are 3 of the different cars from entirely different eras.

Nice one m80. :poop::poop::poop:
 
'67 Silverstone has a reasonably accurate layout (unlike pCARS '75-ish version). I'm not too sure about those ditches on the outside between Stowe and Club, but I have no photos to prove or disprove their existence. Kudos for including the manor house in the interior, though it should be a bit more visible between the trees.

Textures are a bit lackluster when driving, but I feel that way about several of the AC tracks. The grandstands, for some reason, are see-through bleachers rather than the boxed-in kind of historical pics.

Really annoyed with the pop-ups, particularly the tents when you come out of Becketts. That's just stupid.
 
Porsche Panamera Turbo sounds flat and is an understeering pig. Admittedly, the YouTube reviews of the real car indicate the interior sounds are, indeed, rather flat, like most luxury cars. Sorry, not terribly exciting and not something I want to race... 5 laps was enough to convince me.
 
'67 Silverstone has a reasonably accurate layout (unlike pCARS '75-ish version). I'm not too sure about those ditches on the outside between Stowe and Club, but I have no photos to prove or disprove their existence. Kudos for including the manor house in the interior, though it should be a bit more visible between the trees.

Textures are a bit lackluster when driving, but I feel that way about several of the AC tracks. The grandstands, for some reason, are see-through bleachers rather than the boxed-in kind of historical pics.

Really annoyed with the pop-ups, particularly the tents when you come out of Becketts. That's just stupid.
I am not too convinced about some of the layout accuracy. Stowe and Club corners seem much tighter than what was represented back in the old layout, the same for Abbey curve.
 
Purchased season pass, but so far no download has taken place... it just says "added today" and "not installed". Guess I need to wait a little longer... so about the Porsches, all I did was to drive the free Panamera, and right out of the box I can say two things: it is glued to the tarmac, but unfortunately, with the new FMOD version, my sound got totally crap - pops and hiss everywhere. Some cars doesn't have this "effect" very noticeable (although all of them have it now), but the new Porsche is simply unplayable to me due to this sound bug.
Until 1.8 I was using latency=low and was very happy with a crispy and clean sound on all cars. Now I'll have to wait until they patch this to be able to play AC again, since FMOD doesn't have the latency adjustment anymore.
:(
I had to close Steam and reopen it for my download to start.
 
Hi, please check the official support forums, there are some solutions reported for this. Several people including me had that issue. For example:
http://www.assettocorsa.net/forum/i...opping-and-crackling-in-1-9-with-video.38053/
http://www.assettocorsa.net/forum/i...mod-still-reading-latency-in-audio-ini.38056/
Thanks, Epistolarius. I don't know exactly what I did, but I turned my PC off and went away for a few hours - now after turning it on again the crackles seem to be gone? Before they were very noticeable, while all the rest was sounding fine. Now everything seems to be ok again. Hope it lasts. Fingers crossed.
 
I had to close Steam and reopen it for my download to start.
Yeah Joe, I think I know what is happening by now... I tried to pay using Paypal, but since my balance was in Euros and I live in Brazil, I was forced to pay in local currency (reais) and then, while using my credit card, was led to a payment site (Boa Compra), where I purchased the season pass. Problem is that I discovered that, although the payment was accepted by my card, they (Boa Compra) have up to two days until they release it to Steam... so yes, Steam shows my purchase as "added today" but it is in reality "waiting for approval". Should have read the tiny text. Boa Compra nevermore! Agh. :mad:
 
I gave the update and some of the cars a shot. Sound could need some more grunt in general, visuals are as they are - very sterile but clean looking and the cockpits are nice, FFB is ok-ish but I still have no feel for the tyres, especialy of what the front is doing. I still feel a delay in the FFB and inputs, wich makes it very hard to predict what the car is doing, eventhough my framerates are steady at 60 fps. And the rubberband feeling is still there wich for me kills all the feel of what the suspension is doing especialy when having to catch the car in faster corners and making small corrections.

I tried the historic cars and the 911 Carrera S, wich was to my surprise the best of them in terms of FFB and handeling. Moby Dick and the RSR are pretty nice aswell and the sound is acceptable, but the 917/30 has some wierd understeering wich makes it really hard to corner through corners like Stow even in second gear. That I allmost flipped the car before Schwedenkreuz supports my suspicion that there is something wrong with the frontend of the car. I have the same problem with the Sauber C9, that the car understeers like hell on the exit of faster corners where you feed in the throttle normaly.

Will test some more tomorrow. So far so good, but not overwhelming. I hope they keep improving the cars, especialy on the physics and sound side. I can wait for the other cars, when this pack gets it's polishing first.
 
but the 917/30 has some wierd understeering wich makes it really hard to corner through corners like Stow even in second gear. That I allmost flipped the car before Schwedenkreuz supports my suspicion that there is something wrong with the frontend of the car. I have the same problem with the Sauber C9, that the car understeers like hell on the exit of faster corners where you feed in the throttle normaly.
Aris explained more on this, that's how the car is.

"The car is not easy to drive as you might suspect. Over 1100bhp at any time, for 800kg on a spyder from the early 70s… it will never going to be easy. On top of that, the configuration of the car doesn’t make things easier either. The enormous 430mm wide rear slicks are locked by a spool rear axle. It means there is no differential. The rear wheels are always locked 100% at all times. This creates quite noticeable coast understeer. You can work out some of it, through the setup, but I’m not so sure you should. You see, the spool rear axle is there to keep both tyres locked under acceleration and this theoretically should give better traction. It would, if you couldn’t spin both wheels at any time, on any gear… but you can blame Donohue for his request to the German Porsche engineers… they sure managed to make him happy, just."

Full post here: link
 
I am not too convinced about some of the layout accuracy. Stowe and Club corners seem much tighter than what was represented back in the old layout, the same for Abbey curve.

You indirectly reminded me that most of the turn markers are wrong/absent in the AC version. For instance AC shows no markers before Woodcote, yet there should be a couple (plus the tall Firestone sign).
 
Will test some more tomorrow. So far so good, but not overwhelming. I hope they keep improving the cars, especialy on the physics and sound side. I can wait for the other cars, when this pack gets it's polishing first.

imo The sound is actually fantastic. i have 5.1 here with 8' swoofer, anything i dont like i just bring up more LF and cut some HF and save the car preset on HD audio manager.!
 
from 8 cars.. i have 4 keepers.. Amazing pack and update.
sound dept is getting some love, again, and it is still WIP.
But we can already hear the difference some raw engine sounds finally :).
Great one Kunos much love.
 
the acceleration from 917/30 @ full boost, 170+mph, is something ive never witnessed in a race car. maybe any car..its been a long wait for the one:1 release :(

being both immortal & a wuss, its actually the understeer that kills me. definitely not a 'fun' car, but should be rewarding to learn.
 

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