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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Your suspicion take into account the fact that monster has not the differential?
A hint: drive the 917/30 respectfully.

That's interesting, so thanks for the information. Still doesn't explain why the car starts to flip over a little crest. We are not even talking Flugplatz hier :thumbsup:

That situations reminds me a bit of the wierd behaviours with some of the cars in rF1, when you drove them full speed over the crest before Mulsanne Corner and the front end started to flip and snapped down.
 
@Gui Cramer

3- two different ways. Easiest is to simply delete the skin.ini file in each skin folder that you have you custom helmet_1985 in.
More complex, yet ultimately easier with far less HDD space used - look at the file path in a vanilla skin that has a skin.ini file and you should be able to figure out where to go from there. Using this method makes it to where you only have one file per custom helmet/suit/glove instead of 3-10 files in each skin folder.

Noob question: Could you please explain better the second method?
 
Skin folders now contain a new skin.ini file that tells the game which helmet/suit/gloves to assign to that particular skin. Here is one from the Torch Red Corvette Stingray.

[driver_no_HANS]
SUIT=\sparco\white
GLOVES=\sparco_racecars_arrow_rg7\white_black_red
HELMET=\helmet_base_white\2

[CREW]
SUIT=\type1\red_black
HELMET=\red
BRAND=\chevy

For now we are only going to pay attention to the gloves line. That line is telling the game to use the gloves located here:
:\Program Files (x86)\Steam\steamapps\common\assettocorsa\content\texture\driver_gloves\sparco_racecars_ARROW_RG7\white_black_red

Here is the folder structure for the location of my actual 2016_gloves_diff.dds
:\Program Files (x86)\Steam\steamapps\common\assettocorsa\content\texture\driver_gloves\bones\my_purple

In order to now use those gloves in any skin I want I simply have to use this line:
GLOVES=\bones\my_purple

in the skin.ini file instead of having an individual copy of each dds file in each skin folder.

Here is a skin.ini file that points to my custom suit, gloves, and helmet
[driver_no_HANS]
SUIT=\sparco\rb_purple
GLOVES=\bones\my_purple
HELMET=\rb_custom\my_purple

[CREW]
SUIT=\type1\black_black
HELMET=\black
BRAND=\ford
--------------

Hope that explains it.
 
I've not been able to vote yet as only had a little time before getting ready for work.
So far I'm loving the GT4 and the Carrera RSR 3.0. So much fun with these. I briefly tried the 917/30 man this a beast that will take some taming.
The Panamera G2 Turbo on the Nordschliefe is a blast and did a few laps of that this morning. Can see me returning as it's good fun
Can't wait to try the others out later too.

Needless to say I bought the season pass. Too much awesome content to pass up for the price
Great job Kunos as always!!
 
Skin folders now contain a new skin.ini file that tells the game which helmet/suit/gloves to assign to that particular skin. Here is one from the Torch Red Corvette Stingray.

[driver_no_HANS]
SUIT=\sparco\white
GLOVES=\sparco_racecars_arrow_rg7\white_black_red
HELMET=\helmet_base_white\2

[CREW]
SUIT=\type1\red_black
HELMET=\red
BRAND=\chevy

For now we are only going to pay attention to the gloves line. That line is telling the game to use the gloves located here:
:\Program Files (x86)\Steam\steamapps\common\assettocorsa\content\texture\driver_gloves\sparco_racecars_ARROW_RG7\white_black_red

Here is the folder structure for the location of my actual 2016_gloves_diff.dds
:\Program Files (x86)\Steam\steamapps\common\assettocorsa\content\texture\driver_gloves\bones\my_purple

In order to now use those gloves in any skin I want I simply have to use this line:
GLOVES=\bones\my_purple

in the skin.ini file instead of having an individual copy of each dds file in each skin folder.

Here is a skin.ini file that points to my custom suit, gloves, and helmet
[driver_no_HANS]
SUIT=\sparco\rb_purple
GLOVES=\bones\my_purple
HELMET=\rb_custom\my_purple

[CREW]
SUIT=\type1\black_black
HELMET=\black
BRAND=\ford
--------------

Hope that explains it.

You can also add "driverskin.ini" to docs/AC/cfg to override player skin.
This can contain multiple driver sections:

[driver_no_HANS]
SUIT=\sparco\rb_purple
GLOVES=\bones\my_purple
HELMET=\rb_custom\my_purple

[driver]
SUIT=\sparco\rb_purple
GLOVES=\bones\my_purple
HELMET=\rb_custom\my_purple

[driver_70]
SUIT=\plain\white
GLOVES=\ac_road\white_black
HELMET=\helmet_1975_white\plain
 
So my wife asked me this yesterday :"Honey, could you leave the pc alone for once this week? I'd like to have your company for the week." She asks this on the release day of the Porsche pack with 1.9 update.
Anyone know a good divorce lawyer? Thanks @kunos, for ruining my marriage officially! I am in love all over again, like Alicia Keys would sing....
 
I bought the season pass, Had to do a keyword search of steam in order to find it.

Everything looks great, But since installing the update my fps have plummeted.

Though it seems to only be when in cockpit view. I ran the benchmark and got the same figures as it usually spits out.
 
Skin folders now contain a new skin.ini file that tells the game which helmet/suit/gloves to assign to that particular skin. Here is one from the Torch Red Corvette Stingray.

[driver_no_HANS]
SUIT=\sparco\white
GLOVES=\sparco_racecars_arrow_rg7\white_black_red
HELMET=\helmet_base_white\2

[CREW]
SUIT=\type1\red_black
HELMET=\red
BRAND=\chevy

For now we are only going to pay attention to the gloves line. That line is telling the game to use the gloves located here:
:\Program Files (x86)\Steam\steamapps\common\assettocorsa\content\texture\driver_gloves\sparco_racecars_ARROW_RG7\white_black_red

Here is the folder structure for the location of my actual 2016_gloves_diff.dds
:\Program Files (x86)\Steam\steamapps\common\assettocorsa\content\texture\driver_gloves\bones\my_purple

In order to now use those gloves in any skin I want I simply have to use this line:
GLOVES=\bones\my_purple

in the skin.ini file instead of having an individual copy of each dds file in each skin folder.

Here is a skin.ini file that points to my custom suit, gloves, and helmet
[driver_no_HANS]
SUIT=\sparco\rb_purple
GLOVES=\bones\my_purple
HELMET=\rb_custom\my_purple

[CREW]
SUIT=\type1\black_black
HELMET=\black
BRAND=\ford
--------------

Hope that explains it.
Yes, thanks a lot!
 
I have a GTX 1080 and I can confirm that the cockpit view does indeed eat more FPS than external cams. Not sure what the deal is here.

The new update and the Porsche pack is excellent. Fired it up for a "bit" last night to give all the new cars a spin and check out the sounds....First car I tried was the GT4 around the Nordschleife with my wheel and Oculus.....what was suppose to be a 5-10min teaser ended up being 7 laps....holly hell this car is insane. Is there any way you can crash this thing? I don't think it has any limits. What I thought was physically impossible, well, the car was literally on rails it seems. What a fantastic machine. I want one! We just need more GT4 cars now.

The sound update is going in the right direction, but still missing that, aham, sauce. Fonsecker, where are you??

Tried out the other cars with the controller since I spent all my time with the GT4...I know, blasphemy, right? I need to give them a whirl with the wheel...didnt feel **** with the controller.

Overall, very satisfied, but the sounds need to be refined and made better IMO, as I believe its half the immersion. If Assetto had sounds like RaceRoom, man, I think I would sleep in my rig and install a **** bucket.

**One thing I forgot to mention, whats up with the Porsche Logo on the car selection screen? Does not match the other ones at all. This is driving me insane.
 
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Not to harp on this, but can anyone explain how anyone could interpret the 911 R in the list below to be anything other than the '67? I mean you have it at the bottom of the list after two other historic cars and all of the modern cars above have the year next to them.

Surely, I'm not the only one who was hugely excited at the prospect of a '67 911 R.

Kunos is going to be doing more Porsches than the 3 packs, correct? So the possibility of a '67 R remains?

BTW, where is the clarification that this is the modern 911R?
  • 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
 
Not to harp on this, but can anyone explain how anyone could interpret the 911 R in the list below to be anything other than the '67? I mean you have it at the bottom of the list after two other historic cars and all of the modern cars above have the year next to them.

Surely, I'm not the only one who was hugely excited at the prospect of a '67 911 R.

Kunos is going to be doing more Porsches than the 3 packs, correct? So the possibility of a '67 R remains?

BTW, where is the clarification that this is the modern 911R?
  • Porsche 911 R
I went to do some digging, and the 911 R is Porsche's latest 911 model that will be in a limited production model with only 991 models made.

You can find other details in Porsche's site:
http://www.porsche.com/international/models/911/911-r/
 
I was in travel yesterday, so I will have the 'unboxing' pleasure tonight.

Anyone can recommend in what order to taste these cars to have best cummulation of enjoyment :)

Which one is apperitife, which is a starter meal and first dish, main meal and which one a dessert?

Is any of them after dinner vodka shots that will get me hangover for the day after? ;-)
 
I was in travel yesterday, so I will have the 'unboxing' pleasure tonight.

Anyone can recommend in what order to taste these cars to have best cummulation of enjoyment :)

Which one is apperitife, which is a starter meal and first dish, main meal and which one a dessert?

Is any of them after dinner vodka shots that will get me hangover for the day after? ;-)
I don't really think there is a proper order, though you could start out with the road cars, then do the classics, and then finishing with the Cayman GT4 which is an absolute beast on rails.

To be honest though, this is pretty much how I indulged in the Porsche content last night.

pokemon-eating-inhaling-food.gif
 

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